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Community Compendium 2

This document introduces the Community Compendium, a collection of content created by players of the NarutoD20 roleplaying game. It provides credits to contributors, announces plans to regularly update the compendium with new submissions and improvements, and includes a table of contents outlining chapters on variant rules, clans and occupations, and skills. The compiler thanks the original creator of the Naruto setting and all players whose work makes this resource possible.

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Exhausted Goblin
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0% found this document useful (0 votes)
226 views308 pages

Community Compendium 2

This document introduces the Community Compendium, a collection of content created by players of the NarutoD20 roleplaying game. It provides credits to contributors, announces plans to regularly update the compendium with new submissions and improvements, and includes a table of contents outlining chapters on variant rules, clans and occupations, and skills. The compiler thanks the original creator of the Naruto setting and all players whose work makes this resource possible.

Uploaded by

Exhausted Goblin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Introduction

Updated 01/24/2022

Welcome to the Community Compendium. I’m RinVindor Credits


the main compiler, and this is my effort to bring together some For the sake of keeping things organized I’d like to thank
of the best stuff the community of the NarutoD20 forums has everyone here in advance so that the rest of this can be just
created over the years. Many of the items included here are about the content. If it wasn’t for all of these contributors this
reworks of old content players have offered up, some as old as wouldn’t be here!
8-10 years old. I’ve spent months editing these and reworking If you’ve submitted something or I’ve used something of
them and updating them to get them up to the current format yours and you’re not on this list, I’m sorry and I suck but let
of the game. me know and I’ll be sure to add you to it. Just for the sake of
Needless to say, I couldn’t do this without all the players and things link me to what I included and reference the page on
fans, and of course Frankto and most of all Masashi Kishimoto this pdf for me. I’m super reasonable and love to give credit
the author himself for creating a world that was so interesting where it is due!
that we all have a desire to have our own adventures and
explore the setting even further. Frankto CallosDeTerran
Thanks to everyone who has supported my efforts and made Athildur user1453
this possible! Please keep in mind I’ve tried to balance a lot of Nexumorphic QuebranFortalezo88
this but it’s basically impossible for me to do this on my own rtc143 Prize85
at this point. I’ll update this compendium as time goes on with The Unborne Jensik
player requests and suggestions for improvement. So, at this ZeroNumerous Hito Hyuga
point you the fans and community members will have a say as Keldon_Draconian Mizuno Kaitsu
to what gets added or cleaned and fixed up. I do have more Viladin Dragon0478
content not added yet and as I fix those up I’ll add those into Whitefire Trodon
this as well. Master Pelle Ms. Maxwell
kp91 Prize85
blueskies05 Nersxe
Naruto20D20 NinjaCP
Hastur TheTrulyAvaricious
ZeronosVega Kit
Gemini M Shun
Sparkeagle Welknair
Aviary_fp Felix_Zyphros
BTsume Oblivion
TABLE OF CONTENTS MYUGAN CLAN ..................................................................................................... 35
NARA CLAN ........................................................................................................... 35
SARUTOBI CLAN .................................................................................................... 36
INTRODUCTION .....................................................................................2 SEISHIN CLAN ........................................................................................................ 36
TABLE OF CONTENTS ...........................................................................3 SENJU CLAN ........................................................................................................... 36
CHAPTER 1: VARIANT RULES ..............................................................7 UZUMAKI CLAN ..................................................................................................... 36
YAMANAKA CLAN ................................................................................................. 37
AFFINITIES AND ALTERNATE BONUSES ....................................... 7 YOMI NO KOUJIN CLAN ......................................................................................... 37
ALTERNATE LEARN CHECK ........................................................ 7
ALTERNATE MASSIVE DAMAGE.................................................. 7 SAMURAI CLAN OCCUPATIONS..................................................37
ARCHETYPES ............................................................................ 7 CRAB CLAN............................................................................................................ 37
BLOODLINES ARE LEVELS.......................................................... 9 CRANE CLAN ......................................................................................................... 38
BLOODLINE VARIANT ................................................................ 9 DRAGON CLAN ...................................................................................................... 38
BONUS FEATS AND CLASS FEATURES .......................................... 9 LION CLAN ............................................................................................................. 38
FLAWS ..................................................................................... 9 MANTIS CLAN ....................................................................................................... 39
FREE FEATS ............................................................................ 15 PHOENIX CLAN ...................................................................................................... 39
LEVEL-PROGRESSIVE FEATS..................................................... 15 SCORPION CLAN .................................................................................................... 39
LOST LIMBS & PUPPET PROSTHETICS ........................................ 16 UNICORN CLAN ..................................................................................................... 40
CRAFT (MECHANICAL) (INT) [NEW USE] ........................................................... 16
USING A PUPPET PROSTHETIC ............................................................................. 18 STANDARD OCCUPATIONS ........................................................40
KIRIGAKURE SWORDSMAN ................................................................................... 40
MISSIONS DURING DOWNTIME ................................................. 21 SUNAGAKURE PUPPETEER ..................................................................................... 40
NEW ACTION POINT USES ........................................................ 24 WANDERING NINJA ............................................................................................... 41
SPECIAL ACTIONS.................................................................... 24
IMPROVING FEATS ................................................................... 25 CHAPTER 4: SKILLS ............................................................................ 42
ONE LESS FEAT REQUIREMENT ................................................ 25
REPUTATION ........................................................................... 26 CRAFT (COOKING) ...................................................................42
RETROACTIVE SKILL POINTS .................................................... 27 RARE DISHES MADE FROM MONSTERS ................................................................ 42
SUMMONS REVISED ................................................................. 28 ADVANCED COOKING ........................................................................................... 42
VARIANT CRITICALS................................................................ 28
WORKING GIVES EXPERIENCE .................................................. 30 ENDURANCE (CON) ..................................................................42
IAIJUTSU FOCUS (CHA) .............................................................43
CHAPTER 2: RACES ............................................................................. 32
CHAPTER 5: FEATS ............................................................................. 46
HUMAN/DEMON ...................................................................... 32
HUMAN/DRACONIC ................................................................. 32 ADVANCED NATURE FEATS ......................................................46
HUMAN/GRASS ....................................................................... 32 BAKUTON ............................................................................................................... 46
HUMAN/IRON .......................................................................... 33 FUTTON .................................................................................................................. 47
HUMAN/SNOW ........................................................................ 33 HYOUTON .............................................................................................................. 47
HUMAN/WHIRLPOOL ............................................................... 33 JITON ...................................................................................................................... 47
MOKUTON .............................................................................................................. 47
RANTON ................................................................................................................. 47
CHAPTER 3: OCCUPATIONS ............................................................... 34
SHAKUTON ............................................................................................................. 47
CLAN OCCUPATIONS................................................................ 34 YOTON.................................................................................................................... 47
AKIMICHI CLAN .................................................................................................... 34
HITOSASHI CLAN .................................................................................................. 34
EMPOWERED NATURE FEATS ....................................................48
INUZUKA CLAN ..................................................................................................... 34 ENTON .................................................................................................................... 48

KUIARASU CLAN ................................................................................................... 35 PURAZUMATON ..................................................................................................... 48


KOTON ................................................................................................................... 48
KURUKAN CLAN.................................................................................................... 35
NAMITON ............................................................................................................... 48
TAITON .................................................................................................................. 48 TECHNIQUE TYPES AND SUBTYPE(S) ....................................... 126
CHAKRA CONTROL................................................................. 127
FEATS .................................................................................... 49 FUINJUTSU............................................................................. 131
HERITAGE FEATS..................................................................... 64 GENJUTSU ............................................................................. 133
META-CHAKRA FEATS............................................................. 65 NINJUTSU .............................................................................. 137
MONSTROUS FEATS ................................................................. 66 SENJUTSU .............................................................................. 189
EPIC FEATS ............................................................................. 67 TAIJUTSU .............................................................................. 190
TRAINING .............................................................................. 208
CHAPTER 6: EQUIPMENT.................................................................... 68
CHAPTER 9: BLOODLINES & TEMPLATES ......................................214
GENERAL EQUIPMENT ............................................................. 68
ARMORS................................................................................................................. 69 AJNA BINDU [DOUJUTSU] ....................................................... 214
WEAPONS .............................................................................................................. 70 AJNA BINDU FEATS ............................................................................................. 215

SHINOBI DRUGS ...................................................................... 71 AKEKOCHUU ......................................................................... 215


SEALED ITEMS ........................................................................ 72 AOI ....................................................................................... 216
BEARER OF THE KAPPA (TEMPLATE) ........................................ 217
CHAPTER 7: ADVANCED & PRESTIGE CLASSES ............................. 74 BYAKUGAN [DOUJUTSU] ........................................................ 218
BYAKUGAN FEATS ............................................................................................... 218
AKATSUKI SPY ........................................................................ 75
BATTLE MAIDEN ..................................................................... 77 CHAKRA RESONANCE ............................................................. 219
BEAST TAMER......................................................................... 79 CHILD OF THE WILD ............................................................... 220
CHAKRA FIGHTER ................................................................... 82 CHILD OF THE WILD FEATS ................................................................................ 220
CHEMIST ................................................................................ 83
CLANSMAN ............................................................................. 85 CHI NO BOUSOU ..................................................................... 220
DAO SHI MONK....................................................................... 87 CLAY ARTIST (TEMPLATE)...................................................... 221
DEFT SKIRMISHER ................................................................... 88 CLAY ARTIST TECHNIQUES................................................................................. 223

DERVISH DANCER ................................................................... 90


ELEMENTAL MASTER .............................................................. 92 CRYSTAL STYLE .................................................................... 225
HITOKIRI ................................................................................ 94 CURSED SEAL LEVEL 3 (TEMPLATE) ........................................ 226
HOLY/UNHOLY WARRIOR ........................................................ 95 DAIRIKI ................................................................................. 228
DAIRIKI FEATS ..................................................................................................... 228
IAIJUTSU MASTER ................................................................... 97
MASTER THROWER.................................................................. 99 DEMONIC ARM (TEMPLATE) ................................................... 228
NINJA CRAFTER .................................................................... 102 DNA TRANSFUSION (TEMPLATE) ............................................ 229
NINJA CHEF (WIP) ................................................................ 103 DNA TRANSFUSION FEATS ................................................................................. 229
RYUKYU SWORDSMAN........................................................... 105
SANNIN ................................................................................ 107 DOUKAGAN [DOUJUTSU] ........................................................ 229
SENSORY SHINOBI ................................................................. 108 DOUKAGAN FEATS .............................................................................................. 231
SHADOW ADEPT .................................................................... 110
SHINOBI SCRIBE .................................................................... 112 EURYALE CLAN (TEMPLATE) .................................................. 231
SHINOBI SQUAD LEADER........................................................ 115 FLAME KEEPER ...................................................................... 232
SHUNJUTSU MASTER ............................................................. 116 FORTIFY ................................................................................ 234
SPACE-TIME SPECIALIST ........................................................ 118 FORTIFY FEATS..................................................................................................... 234
SPECIALIST SUMMONER ......................................................... 120
SWORD SAINT ....................................................................... 121 GENSHIGAN [DOUJUTSU] ........................................................ 235
TORA OSHIEGO ..................................................................... 124 GENSHIGAN FEATS .............................................................................................. 235

CHAPTER 8: TECHNIQUES ................................................................ 126 GHASTLY INHERITANCE (TEMPLATE)....................................... 236


GUMOSHIN ............................................................................ 237
GUMOSHIN FEATS ............................................................................................... 237 LIVING WEAPON .................................................................... 258
GUMOSHIN TECHNIQUES ................................................................................... 237 MEDUSA EYE [DOUJUTSU]...................................................... 259
MEDUSA EYE FEATS ............................................................................................ 259
HAKERU INOCHIRYOKU (TEMPLATE) ...................................... 238
HASHIRAMA’S CELLS (TEMPLATE) ......................................... 238 MOTTEYOCHI......................................................................... 259
HEBIHA ................................................................................ 240 MOTTEYOCHI FEATS ........................................................................................... 261
HEBIHA FEATS .................................................................................................... 241
OUKOKOI .............................................................................. 261
HIRAISHIN ............................................................................ 241 RAIJISATSU............................................................................ 262
HIRAISHIN FEATS ................................................................................................ 241 REIKYOU ............................................................................... 263
REIKYOU FEATS.................................................................................................... 263
HOZUKI ................................................................................ 242
HYOUMA .............................................................................. 243 SAKON AND UKON (TEMPLATE) .............................................. 263
HYOUMA FEATS .................................................................................................. 243 SEISEIGAN [DOUJUTSU] .......................................................... 264
SEISHINTOKU ......................................................................... 265
JIANG SHI (TEMPLATE) .......................................................... 244 SENJU (TEMPLATE) ................................................................ 266
KAMITORA............................................................................ 245 SHARINGAN [DOUJUTSU] ........................................................ 266
KAMITORA FEATS ............................................................................................... 245 SHARINGAN FEATS .............................................................................................. 266
SHARINGAN TECHNIQUES................................................................................... 266
KATSUGAN [DOUJUTSU] ........................................................ 245
KATSUGAN FEATS............................................................................................... 245 SHIKAWA MYAKU .................................................................. 274
SHIKAWA MYAKU FEATS .................................................................................... 275
KAZAGURUMA [DOUJUTSU] ................................................... 245
KAZAGURUMA FEATS ......................................................................................... 246 SHIKOTSUMYAKU................................................................... 276
SHIKOTSUMYAKU FEATS ..................................................................................... 277
KAZE [DOUJUTSU]................................................................. 246 SHIKOTSUMYAKU TECHNIQUES .......................................................................... 278
KAZE FEATS ........................................................................................................ 247

SHITATCHI ............................................................................. 282


KEIRIGAN [DOUJUTSU] .......................................................... 247 SONIC ................................................................................... 283
KEIRIGAN FEATS ................................................................................................. 247 SOUL EATER .......................................................................... 283
SOUL EATER FEATS ............................................................................................. 285
KESSHUU .............................................................................. 247
KETSUEKI ............................................................................. 249 SYMBIOTE ............................................................................. 285
KETSURYUGAN [DOUJUTSU] .................................................. 250 SYMBIOTE FEATS ................................................................................................. 285
KETSURYUGAN FEATS......................................................................................... 252
TOKEIDOME ........................................................................... 285
KOIMEIGAN [DOUJUTSU] ....................................................... 253 TOUSHIGAN [DOUJUTSU] ........................................................ 286
KOIMEIGAN FEATS .............................................................................................. 253 TOUSHIGAN FEATS .............................................................................................. 286

KONPEKI SHITAI.................................................................... 253 UIRUSU KABU (TEMPLATE)..................................................... 287


KURAMA .............................................................................. 254 UZUMAKI (TEMPLATE) ........................................................... 287
KURUGAN [DOUJUTSU].......................................................... 255 WEAPON TECHNICIAN (TEMPLATE) ......................................... 288
KURUGAN FEATS................................................................................................. 256
YOMI NO KOUJIN ................................................................... 288
KURUGAN TECHNIQUES ..................................................................................... 256 YOMI NO KOUJIN FEATS ...................................................................................... 290

KYOME [DOUJUTSU].............................................................. 256 BLOODLINE AND TEMPLATE CLASSES ...................................... 291


KYOME FEATS ..................................................................................................... 257
AKIMICHI MASTER .............................................................................................. 291
BULWARK............................................................................................................. 292
KYUUSHOU KOUSEI ............................................................... 258 CLAIRVOYANT ASSASSIN .................................................................................... 293
KYUUSHOU KOUSEI FEATS ................................................................................. 258
INUZUKA BEASTMASTER ..................................................................................... 294
KAGUYA MARAUDER .......................................................................................... 295
NARA SHADOWMASTER ..................................................................................... 297
PIERCING SEER .................................................................................................... 298
RAVAGER ............................................................................................................. 299
SYMBIOTE BUGMASTER ...................................................................................... 300
UCHIHA ELITE ..................................................................................................... 302
UZUMAKI WARRIOR ........................................................................................... 303
WATERBENDER ................................................................................................... 304
WIND WALKER ................................................................................................... 305
YAMANAKA SPYMASTER .................................................................................... 306

CHAPTER 10: SUMMONS .................................................................. 307

BLOOD PACTS ....................................................................... 307


FOX (KITSUNE) .................................................................................................... 307

NEW SUMMON FEATS ............................................................ 308


SAGE SUMMONS .................................................................... 308
CHAPTER 1: VARIANT RULES
All the rules presented here are designed to expand and ALTERNATE LEARN CHECK
improve the world in which we play in.
This system is designed to build upon the original
AFFINITIES AND ALTERNATE BONUSES Learn system and is intended to better represent having
a high level of skill in an area, and then trying to learn
A player may choose to forego a secondary elemental
very low level technique proportion to the person’s skill
affinity for one of the following bonus talents, each time
level. Characters that exemplify this are those like the
you gain a second affinity you may choose another
Third Hokage who was said to know over a 1,000 jutsu.
talent, a talent cannot be selected more than once unless
stated otherwise: TABLE 1-1: ALTERNATE LEARN CHECK
Tough Hide: Surviving hardship and physical Learning Check Result Time
punishment for so long has made you slightly more Success by more than 25** -90% (rounded down)
resistant than the average person. The character gains Success by more than 20 -75% (rounded down)
DR 2/-. You may take this talent multiple times.
Success by more than 15 -50% (rounded down)
Brawler: Fighting has become a core of your being, so
Success by more than 10 -25% (rounded down)
much so that you bleed adrenaline. The character gains
a +1 insight bonus to attack rolls with melee weapons Success by less than 5 -
and melee natural attack rolls. You may take this talent Failure by less than 5 -
multiple times. Failure by more than 5 +50% (rounded up)
Marksman: Your eye is as accurate as any device and *Minimum Train Time 4 hours
plenty more reliable. The character gains a +1 insight **If user is 5 levels higher than the rank of the technique,
bonus to ranged attacks rolls and ranged natural attack minimum train time is 1 hour***
rolls. You may take this talent multiple times. ***If the user possesses Genius Ninja they need only be 4 levels
Knowledge is Power: Your mind is much keener than higher than the rank of the technique they wish to learn.
your sword. You defeat your opponents through proper
planning and good old-fashioned investigative work.
Whenever the user successfully identifies an opponent ALTERNATE MASSIVE DAMAGE
with a Reputation or skill check, they gain a total of 10
bonus points that can be distributed between allies’ If you ever sustain damage so massive that a single
attack rolls, skill checks and saves. No character can gain attack deals 50 + the target’s Constitution modifier (if
more than a +3 bonus in a single area from this talent undead use Charisma modifier) points of damage or
and it only affects allies within 20 ft. at the time the more and it doesn’t kill you outright, you must make a
successful check was made. DC 15 Fortitude save. If this saving throw fails, you die
Never-ending Health: Your body just keeps going regardless of your current hit points. This amount of
when most would have run out of steam. The character damage represents a single trauma so major that it has a
gains an additional +1 Hit Points / level permanently. chance to kill even the toughest creature. If you take 50
You may take this talent multiple times. points of damage or more from multiple attacks, no one
Spiritual Prodigy: Through some ties in your genetics, of which dealt 50 or more points of damage itself, the
the ability to contain and harvest spiritual energy is massive damage rule does not apply.
greater within you than your peers. The character gains
an additional +1 Chakra Pool / level permanently. You
may take this talent multiple times. ARCHETYPES
Swift: You have an early understanding that speed
often wins over power. The character gains a +1 to Archetypes are a method of defining characters, they
initiative checks and a +5 ft. increase to movement. You help amplify what the player wants that character to do,
may take this talent multiple times. during character creation the player picks and archetype
and that is added onto their character sheet, doing
whatever is stated for the archetype. The player may add
another to this archetype, if the GM feels there is a valid
reason they may permit a character to change their MEDIC
archetype though this is most typically under great Skills: Knowledge (earth and life science) and Treat
change in personality from the character. Injury are always class skills. The Medic gains 1 rank in
Knowledge (earth and life science) and Treat Injury
ASSASSIN every level, plus 3 more at first level.
Skills: Hide and Move Silently always a class skill. The Feats: Medical Expert.
Assassin gains 1 rank in Hide and Move Silently every Special: A Medic can learn Medical techniques without
level, plus 3 more at first level. penalties. The Harmony and Surgery feats are always
Special: The character gains the Suppress Chakra part of the character's bonus feat list.
ability.
The Light Sleeper and Stealthy feats are always part of NINJUTSU EXPERT
the character's bonus feat list. Skills: Ninjutsu is always a class skill. The Ninjutsu
Expert gains 1 rank in Ninjutsu every level, plus 3 more
CHEMIST at first level.
Skills: Craft (chemical) and Craft (pharmaceutical) Feats: Ninjutsu Adept.
always a class skill. The Chemist gains 1 rank in Craft Special: The character gains 1 bonus chakra every level.
(chemical) and Craft (pharmaceutical) every level, plus The Combat Tactics and Training (Ninjutsu) feats are
3 more at first level. always part of the character's bonus feat list.
Feats: Builder (Chemical and Pharmaceutical).
Special: Craft Poisons and Craft Shinobi Drugs feats are SEAL EXPERT
always part of the character's bonus feat list. Skills: Craft (calligraphy) is always a class skill. The Seal
Expert gains 1 rank in Craft (calligraphy) every level,
DEATHDEALER plus 3 more at first level.
Attack: +1 bonus to attack rolls. Feats: Craft Sealed Item and Sealweaver.
Damage: +1 bonus to weapon damage rolls. Special: The Craft Armor Seals and Craft Weapon Seals
Special: The Skillful Assault feat is always part of the feats are always part of the character's bonus feat list.
character's bonus feat list.
SENSOR
DETECTIVE Skills: Listen and Spot always a class skill. The Sensor
Skills: Investigate and Sense Motive always a class skill. gains 1 rank in Listen and Spot every level, plus 3 more
The Detective gains 1 rank in Investigate and Sense at first level.
Motive every level, plus 3 more at first level. Special: The character gains the Sense Chakra ability and
Feats: Attentive. the Remote Sensing ability at 9th level.
Special: Once per day, the Detective may attempt a Will The Alertness and Keen Senses feats are always part of
save (DC 15) to gain a hunch that everything is alright, the character's bonus feat list.
or that he gets a bad feeling about a specific situation.
This ability can be used twice a day at 6th level, three SPY
times per day at 12th level, and four times per day at 18th Skills: Bluff and Gather Information always a class skill.
level. The Spy gains 1 rank in Bluff and Gather Information
every level, plus 3 more at first level.
ELEMENTALIST Feats: Deceptive.
Feats: Elemental Specialization (any). Special: Attentive and Trustworthy feats are always part
Special: The character gains 1 bonus chakra every level. of the character's bonus feat list.
Combat Tactics and Insightful Reflexes feats are always
part of the character's bonus feat list. TAIJUTSU EXPERT
Skills: Taijutsu is always a class skill. The Taijutsu Expert
GENJUTSU EXPERT gains 1 rank in Taijutsu every level, plus 3 more at first
Skills: Genjutsu is always a class skill. The Genjutsu level.
Expert gains 1 rank in Genjutsu every level, plus 3 more Feats: Taijutsu Adept.
at first level. Special: The character gains 1 bonus chakra every level.
Feats: Genjutsu Adept. The Flawless Form and Training (Taijutsu) feats are
Special: The character gains 1 bonus chakra every level. always part of the character's bonus feat list.
The Combat Tactics and Training (Genjutsu) feats are
always part of the character's bonus feat list. TANKER
The tanker is able to take a lot of punishment.
Defense: +1 natural armor bonus to Defense. improves in some fashion. This list is just the beginning,
Hit Points: +1 hit points per level feel free to suggest more that you come up with!
Bonus Feats: Whenever a player receives a bonus feat
TECHIE
from a class feature that they already possess, they may
Skills: Craft (mechanical) and Disable Device always a
pick another from that same class’ Bonus Feat list, if they
class skill. The Techie gains 1 rank in Craft (mechanical)
have all the feats in that list or there is no list, the player
and Disable Device every level, plus 3 more at first level.
simply receives a free feat they may spend anywhere but
Feats: Cautious.
must still meet the prerequisites and they must exhaust
Special: Craft Puppets and Builder feats are always part
their options in the order presented above first.
of the character's bonus feat list.
Evasion: When a player who has Evasion, gains
TRACKER Evasion again from another class feature, they gain
Skills: Survival and Search always a class skill. The Improved Evasion/Evasion X.
Tracker gains 1 rank in Survival and Search every level, Sense Chakra: Each time a character gains this feature
plus 3 more at first level. either from a feat such as Genin, Chuunin, and Jounin or
Feats: Track. through classes like Ninja Hunter, the character
The Guide and Keen Sight feats are always part of the increases their effective character level by 2 when using
character's bonus feat list. Sense Chakra and adds +1 to the duration.
WARRIOR Uncanny Dodge: Whenever a character has Uncanny
Feats: Archaic Weapons Proficiency, Nin Weapons Dodge and then gains the same feature from another
Proficiency. class, they instead gain Improved Uncanny
Special: The warrior is proficient in all exotic melee Dodge/Uncanny Dodge 2.
weapons.
Weapon Adaptation Training feat is always part of the
character's bonus feat list.
FLAWS
Flaws are the opposite of feats. Whereas a feat grants a
character the ability to do something better or entirely
BLOODLINES ARE LEVELS new, a flaw inhibits or removes a character in some
Use D&D 3.5e’s rules for bloodline levels, instead of fashion. A player may select up to two flaws when
those listed in the core ND20 book. This makes levels creating a character. After 1st level, a character cannot
sacrificed towards a character’s Bloodline count towards take on additional flaws unless the DM specifically
total class levels for things that scale on character level allows it. Each flaw a player selects entitles his character
(such as how high you can empower technique, what to a bonus feat.
rank of technique you can learn and so forth). This does AMPUTEE
not increase the experience point cost for levels. You are missing a limb.
Effect: You are missing one limb of your choice that
you would normally have for your race.
BLOODLINE VARIANT
ANXIOUS
This variant permits users taking a bloodline to only You have learned to speak quietly or been shown that
need the Advanced Bloodline feat in the Feat category, speaking louder will get you into trouble.
all other prerequisites must still be met. Effect: Characters with this flaw suffer a -2 penalty to
all Bluff, Diplomacy and Intimidate checks.

ASTHMATIC
BONUS FEATS AND CLASS FEATURES Afflicted with a respiratory condition marked by
spasms in the lungs, causing difficulty in breathing.
Throughout the game, you will find instances where Effect: Asthmatic characters cannot take the feat
Class Features are given to players that cover the gamut Endurance, nor any feat requiring Endurance as a
of Bonus Feats to things like Uncanny Dodge. This prerequisite. You take -2 to Climb, Jump and Swim.
variant rule takes inspiration from 3.5 in that whenever
a player receives a class feature multiple times, it BLIND
You are blind.
Prerequisite: Your race must have functional eyes. COMPULSIVE LIAR
Effect: You are permanently blinded. Because you You're addicted to the thrill that deceiving others
have grown accustomed to this state, the associated gives you
penalties to AC and skill checks are halved. You can Effect: When someone asks you a question that you
move at three-quarters your normal speed. know the answer to, roll a 1d3. If you get a 1, you must
attempt to lie and misdirect the person questioning you,
BLIND, PARTIALLY your Bluff against their Sense Motive. You must not ever
You're as blind as a bat. You may be missing one eye hint to the truth about the question if this happens. If
or just have poor vision. affected by anything that would otherwise force you to
Prerequisite: Your race must have functional eyes. tell the truth, you must cower until the effect is passed.
Effect: -4 to all Spot and Search checks
CORRUPTIBLE
BRITTLE BONES The character is easily led astray, even to the
You can feel things in your bones, and not in a good potentially fatal detriment of other party members.
way. Prerequisite: Any non-good alignment
Effect: Your weight is 75% of the minimum weight of Effect: You take a -4 penalty to will saves against
your race. You take a -1 penalty to AC. Your threshold mind-affecting and compulsion effects. Furthermore,
for massive damage is 25 hit points, rather than 50. you are not granted additional saves when confronted
CALLOUS with a suggestion that might conflict with your ethics or
You are insensitive to others' feelings, sometimes morals, nor do spells automatically fail when if you are
outright trampling them without notice. compelled to harm something or someone, such as with
Effect: You take a -4 penalty to all Sense Motive and the suggestion spell.
Diplomacy checks. COWARD
CHAKRA CORRUPTING TOUCH You are susceptible to fear.
You corrupt sealed items that you use. Prerequisite: Must not be immune to fear.
Effect: A sealed item that you wear or otherwise utilize Effect: You have a -6 penalty on all saves against fear
for the first time has a 25% chance of becoming cursed. effects. Even if you succeed on such a save, you are still
This roll is made in secret by the DM. If the item is shaken for 1 round.
cursed, the type of curse is chosen at random or selected Special: If the effect would normally leave you shaken
by the DM. If the item was cursed prior to you touching on a successful save, then you become frightened,
it, that's too bad, it has two curses now. instead. If the effect would normally leave you
frightened on a successful save, you become panicked.
CHIVALROUS This flaw overrides any class features, should they come
Whether due to a vow or natural inclination, you do
into conflict.
not fight women.
Effect: You may not attack (or aid another in DEAF
attacking) a female of your race. Furthermore, you take You cannot hear.
a -2 penalty to attacks against female humanoids of any Prerequisite: Your race must have functional ears or
sort. equivalent organs
Effect: You are considered to be permanently
CLUMSINESS deafened.
You have terrible coordination between your eyes and
limbs. DEEP SCAR
Prerequisite: Your race must have functional eyes and You have suffered a deep wound somewhere on your
limbs. body that prohibits you from partaking in greatly
Effect: You take a -4 competence penalty to all strenuous activities.
Perform checks requiring use of hand seals or half seals. Effect: Whenever the character fails a strength check
by 4 or more, they aggravate the old wound and are
COLD-BLOODED shaken for 1d4 rounds. Furthermore, they take a -2
You were raised in the arctic and cannot tolerate heat.
penalty to all Fortitude and Reflex saves.
Effect: You take a -6 to fortitude penalty saves made to
overcome the effects of high temperatures. Fire-based DITZY
effects deal an additional 2 points of fire damage to you, You demonstrate a measure of air headedness that can
per die of damage if applicable. make even saints lose patience.
Effect: You take a -4 penalty to all Concentration, Effect: You are dazzled in areas of bright light, such as
Disguise, Gather Information, Knowledge checks. within bright sunlight or within the radius of a daylight
effect.
DYSLEXIA
Although you learned to read and write, reading can HIGH METABOLISM
be difficult, and writing is commonly misspelled. This You burn calories at a greater rate than average,
has affected you throughout your life. though you gain no additional weight from such
Prerequisite: You must be literate. consumption.
Effect: You take a -4 penalty on all Craft (calligraphy), Prerequisite: Must be a race that requires eating
Craft (writing), Decipher Script, Forgery, and Fuinjutsu regularly.
checks. Learning a new language via the speak language Effect: You require twice the amount of daily food for
skill requires double the amount of skill points invested. a creature of your size (2 pounds for a Medium creature)
and begin to feel the effects of starvation in half the time
FEARLESS
a normal creature would (1.5 days).
Your courage and overconfidence are extreme to the
point of foolhardiness. Hot-Blooded
Effect: You cannot use the fighting defensively, You were raised in the desert and cannot tolerate cold.
withdraw, perform techniques defensively or total Effect: You take a -6 to Fortitude penalty saves made
defense actions. to overcome the effects of low temperatures. Cold-based
effects deal an additional 2 points of cold damage to you,
FEEBLE
per die of damage if applicable.
You are unathletic and uncoordinated.
Effect: You take a –2 penalty on Strength, Dexterity, HONEST
and Constitution-based ability checks and skill checks. You cannot lie, and are disturbed when others do so.
Effect: You cannot make Bluff checks (except to
FRAIL
Feint). Furthermore, any ally within earshot of you who
You are thin and weak of frame.
lies, you feel greatly compelled to correct their lie and
Effect: Subtract 1 from the number of hit points you
speak the truth.
gain at each level. This flaw can reduce the number of
hit points you gain to 0 (but not below). HONOURABLE FIGHTER
Special: You must have a Constitution of 4 or higher You do not like fighting opponents who are armed
to take this flaw. with lesser weapons.
Effect: Whenever you are wielding a weapon and
GULLIBLE
attack an opponent who is not wielding a weapon, you
You believe things, no matter how farfetched they
take a -5 penalty to attacks. If your opponent has natural
seem.
weapons like fangs and claws, or is clearly skilled in
Effect: You take a -4 penalty on all Sense Motive rolls,
unarmed combat, ignore this penalty.
Forgery rolls to detect a forgery, and a -4 penalty to
saving throws made to detect illusions. HUNTED
You have enemies who will stop at nothing to find
HEMOPHILIA
you, enemies to whom you are vulnerable.
Your blood does not form clots normally.
Effect: When you select this flaw, your DM chooses
Prerequisite: Must have a Constitution score
one race or group common to your campaign. Members
Effect: When you are dying, you only have a 1%
of this group have a +2 competence bonus to Gather
change of becoming stable. In addition, you cannot
Information, Spot, Listen and Sense Motive checks made
restore Constitution damage naturally.
to locate or identify you; and to attack rolls made against
Special: If you’re using the New Action Point Uses
you.
variant, you cannot spend an Action Point to stabilize.

HEMERALOPIA HYPOCHONDRIASIS
You are constantly worried of becoming sick and
You cannot see in bright light.
every bodily function is heavily scrutinized.
Prerequisite: Must not be a race that already has light
Effect: In any stressful situation where you can
sensitivity, and must not have the Daylight Adaptation
otherwise not take 10, you take a -2 penalty on all
feat.
Strength-based skill checks. When running, you
decrease your speed by one multiple lower than normal
(three times, or two times when in heavy armor). Charisma check (DC 10 + your own Charisma modifier)
Furthermore, you heal naturally half as much as normal in social situations against you. If successful, you are
characters and automatically suffer the longest duration considered charmed by that creature for as long as you
on the following conditions: exhaustion, fatigue, nausea, remain in communication with it and 10 minutes
paralysis, shaken, stunned and sleep effects. thereafter. The charm effect break as normal if the
creature attempt to make you do suicidal actions or
IMPATIENT
attempt to harm you and your allies. In combat, you take
You find it simply unbearable to wait any longer than
a -1 penalty on attack roll and AC against creatures of
necessary.
the chosen sex.
Effect: You take a -4 penalty to all Craft checks and
cannot delay actions. MEAGER FORTITUDE
You are sickly and weak of stomach.
INATTENTIVE
Effect: You take a –3 penalty on Fortitude saves.
You are particularly unaware of your surroundings.
Effect: You take a –4 penalty on Listen checks and Spot MERCIFUL
checks. Many times, you don't have it in your heart to kill.
Prerequisite: Good alignment
INCOMPETENT
Effect: Whenever you or an ally you can see deals
This person can't be trusted to do anything, save
enough damage to a dragon, giant, fey, humanoid,
sabotaging the enemy. This character can never get it
magical beast or monstrous humanoid to bring it below
right. If they ordered soup, he gives them salad.
0 hit points and dying, but not killed, you feel compelled
Effect: You cannot provide a flanking bonus for
to save that creature's life. You are shaken until you or
friendly creatures or take an aid another action. You
an ally makes a first aid check to stabilize that creature.
never gain bonuses to skill checks from skill synergies.
If you or an ally willingly kills the creature, or you are
INFORMAL TRAINING otherwise unable to tend to it, you remain shaken for the
Though you learned the basics of fighting, you lack the rest of the day.
skill and flexibility to apply your techniques properly in
battle. When faced with a situation you didn't train for,
MOTION SICKNESS
You have a hard time getting around, on anything else
you don't know what to do.
but your feet
Effect: Whenever you are subject to an attack with a
Effect: Any time you move more than 30 feet per
weapon you are not proficient in (including natural
round, you become sickened until the end of the round.
weapons), you are considered flat-footed and therefore
This effect is constantly in effect when riding on an
lose any and all dodge bonuses to AC against the attack,
animal or vehicle until dismounting.
including those provided by fighting defensively or total
defense. MUSIC LOVER
Special: This flaw overrides Uncanny Dodge. You absolutely love to listen to music
Effect: You take a -4 penalty to saving throws against
LOUD
special attacks and techniques that are described as using
You are loud in some fashion: Perhaps you can't help
song or music (such as a harpy's captivating song). In
but speak your thoughts aloud, or maybe you are heavy-
addition, if you go for a whole day without hearing song
footed.
or music being performed by someone with at least 1
Effect: You suffer a -4 penalty to Move Silently and
rank in perform, you are shaken until you hear such an
Hide skill checks.
artist.
LOVE OF NATURE
You do not wish harm upon any natural creature
MUTE
You no longer have the capability to speak.
Effect: When attacking a creature with the animal,
Prerequisite: Must be able to speak intelligently.
plant, or vermin type, you may only make attacks that
Effect: You cannot speak; Any benefits from Speak
deal nonlethal damage.
Language are limited to reading and writing.
LUSTFUL Furthermore, you take a -8 penalty to all Diplomacy,
You are easily manipulated by people you are attracted Bluff and Intimidate checks due to being unable to
to. communicate verbally.
Effect: Choose a sex. Creatures of the chosen sex of the
same creature type (or similar type) as you may make a
MURKY-EYED Prerequisite: Dexterity 13 or lower
Your vision is obscured. Effect: Your weight is the maximum possible value for
Effect: In combat, every time you attack an opponent your race. Half of your weight contributes towards your
that has concealment, roll your miss chance twice. If load. Normal armor, clothing and outfits do not fit you
either or both results indicate that you miss, your attack and must be custom-made for twice the normal cost.
fails.
PATHETIC
NARCISSISTIC You are weaker in an attribute than you should be.
Your devotion to your own beauty tends to be Effect: Reduce one of your ability scores by 2.
distracting. Special: You cannot take this flaw if the total of your
Effect: Whenever you see yourself in a reflective ability modifiers is 8 or higher.
surface, you are fascinated by it for 1d4 rounds.
Additionally, if you take a full HD's worth of damage (for PETIT MAL SEIZURES
example, if a Fast Hero takes 8 damage) in one attack, You have a neurological disorder than can be quite the
you become shaken until you spend a standard action to interruption.
check themselves to see if they've been made any less Effect: Whenever you fail a skill or ability check by 5
beautiful from the attack. Failure to do so will leave the or more, you have an absence epileptic seizure and are
character shaken until they do. Characters with stunned for one round.
different HD values must use their lowest value HD for PHOBIA
this purpose. You are afraid of something.
NARCOLEPSY Effect: You are afraid of a particular kind of object,
You have difficulty staying awake. creature or environment, as chosen from the list below.
Effect: You suffer a -6 penalty to any saves against You are shaken if you are aware of the presence of
sleep effects; When you fail a save against a sleep effect, something that would trigger your phobia within 30 ft.
the duration is doubled. You lose any immunity to sleep The condition lasts until the triggering situation is
effects, and cannot gain immunity to sleeping effects by overcome, or 1d6 rounds if the trigger is an
any means. instantaneous event. If the trigger is an object or
creature, you become frightened if you touch (or are
NEAR SIGHTED touched by) the object; or if the creature speaks or makes
You find it hard to see things at greater distances. a cry directly to you.
Effect: The penalty for Spot checks increases to -3 per
10 feet of distance. Also, due to your inability to see TABLE 1-2: LIST OF PHOBIAS

things coming you get a -2 penalty to Initiative Checks. Name Trigger Other Effects
Normal: Spot checks have a penalty of -1 per 10 feet. Achluophobia Darkness N/A
You climb at
NIGHT BLINDNESS Heights of 15 feet
Acrophobia half normal
Your night vision is horrible due to a birth defect. or greater
climb speed.
Prerequisite: Must have eyes. Cannot have darkvision
or low-light vision. Cats or cat-like
Ailurophobia animals or magical N/A
Effect: A character takes double the normal penalties
beasts
within darkness conditions.
Androphobia Male humanoids N/A
NONCOMBATANT Water 1 ft. deep or
You are relatively inept at melee combat.
Aquaphobia greater, of area 5 ft. N/A
Effect: You take a –2 penalty on all melee attack rolls. x 5 ft. or greater
NYCTALOPIA Autophobia Being alone N/A
You cannot see in the dark. Enclosed space
Prerequisite: Must have functional eyes. with surfaces 5 ft.
Effect: You treat shadowy lighting as dark lighting. or less on two or
Claustrophobia N/A
You can never benefit from darkvision or low-light more sides of you
vision. or a ceiling of 5 ft.
or less above you
OBESE
Let's just say you enjoy a good feast. Ten times a day.
Twelve or more STIFF
Demophobia N/A Your joints are not very flexible.
humanoids.
Effect: Your base land speed is 5 feet less. You suffer a
Electrophobia Electricity N/A
-2 penalty to Balance, Climb, Disable Device, Jump,
Insect swarm, or
Move Silently, Ride, Swim, and Tumble.
single insect of
Entomophobia N/A
Small size or SUBSTANCE ADDICTION
greater You are physically or mentally dependent on some
Horse-like animals kind of addictive substance.
Equinophobia N/A
and magical beasts Effect: You are addicted to a substance which, if not
Gynophobia Female humanoids N/A indulged in regularly, prevents you from functioning
Hagiophobia Holy symbols N/A properly on a day-to-day basis. Consult with your DM to
determine what the specific substance is, but it should
Touched
be either rare or illegal. As your level increases, so does
harmlessly with a
natural appendage, your dependency on the substance and the amount you
such as a hand or need to consume. You need to consume 50 ryo x
Haphephobia N/A Character Level (or a predetermined amount determined
tentacle. You are
also shaken if you by your DM) worth of the substance daily. If you do not
touch another get your daily fix, you are shaken. After two days
creature. without your fix, you are both shaken and fatigued.
Haemophobia Blood N/A SLOW
Reptilian animals You move exceptionally slowly.
Herpetophobia N/A
such as lizards Effect: Your base land speed is halved (round down to
Ichthyophobia Aquatic creatures N/A the nearest 5-foot interval).
Ligyrophobia Loud sounds N/A Special: You must have a base land speed of at least 20
Corpses, including feet to take this flaw.
animated corpses, TERRIBLE TUMBLER
Necrophobia things associated N/A Kids roll down hills gracefully; you flail like a dying
with death (coffins
fish.
and gravestones)
Effect: You can never make a Jump or Tumble check
Pyrophobia Fire N/A to avoid falling damage, nor can you choose to take non-
Earth (such as dirt, lethal falling damage by deliberately jumping. In
Rupophobia N/A
stone, sand) addition, you take a -2 penalty to Jump checks and
Tumble checks.
POOR REFLEXES TOURETTE SYNDROME
You often zig when you should have zagged. Your character has Tourette syndrome.
Effect: You take a –3 penalty on Reflex saves. Effect: You have physical and vocal tics. Whilst you
can suppress the urges for most of the time, sometimes
SHAKY
You are relatively poor at ranged combat. you must find release at inopportune moments. You take
Effect: You take a –2 penalty on all ranged attack rolls. a -4 penalty to Move Silently and Balance checks.

SHORT TEMPER TRAP LOVER


You get enraged easily, going berserk whenever you If you see a Trap you have the urge to set it off.
suffer damage. Effect: You take a -4 penalty to Disable Device checks.
Effect: Whenever you suffer damage, you become If you are within 30' of a trap you know about, you are
enraged. Whilst enraged, you take a -2 penalty to Armor shaken until you personally trigger the trap or the trap
Class and cannot make Intelligence, Wisdom or can no longer be seen by you.
Charisma-based skill checks. You will stay in this UNCONTROLLABLE CHAKRA RESISTANCE
enraged state for 1d4 rounds or until the thing that You have no control over your Spell Resistance
caused them damage is defeated. Prerequisite: Chakra Resistance
Effect: You cannot willingly forgo your chakra The variant is as simple as it gets the players earn the
resistance to allow a technique to affect you normally. feats whenever their character earns the rank in-game.
Any technique used on you, including beneficial Another set of feats GMs may wish to consider are the
techniques, must beat your Chakra Resistance before Combat Martial Arts and Nin Weapon Proficiency feats.
effecting you. Note that this flaw does not allow you to
apply your Chakra Resistance to techniques that would
not normally allow it. LEVEL-PROGRESSIVE FEATS
UNFOCUSED Some feats are good throughout the whole game. Feats
You cannot concentrate on anything for too long. like Weapon Finesse, Power Attack, and Track are just
Effect: You take a -4 penalty on any skill check that as useful for a 1st-level character as they are for an epic-
would take longer than 2 minutes to resolve. You can level character.
never take 20 on a skill check. Other feats, however, decline in relative strength as a
UNLUCKY character grows more and more powerful. Alertness may
You seem to always fall short at the worst possible seem like a good pick for a 1st-level character, but by the
moment, right when it matters most. time you're level 20, have stuffed a huge amount of ranks
Effect: You can never benefit from a luck bonus. In into Spot and Listen, and have sealed items and class
addition, whenever a roll is made on a table for a result talents further buffing your Spot and Listen skills, and
that would affect only you and is a subject of unforeseen most of the enemies you face are making epic-level Hide
circumstance (not direct actions, such as attacks or and Move Silently checks, the +2 bonus granted by your
leaping over a hole), two rolls are made and the least Alertness feat has become practically negligible. And
desirable outcome is chosen. Examples might include you find yourself wondering why you spent an entire
finding treasure or triggering a single-use trap; but not feat (arguably the game's rarest resource) on that +2
for wandering monsters or other events that would bonus.
certainly impact the whole party, and not for attacks So, while Maximize Technique gets applied to better
made on your person or saving throws to resist effects, and better techniques as time goes on, while your
or skill checks made with knowledge of potential Whirlwind Attack will benefit from an increased BAB
danger. and seal enhancements as you gain levels, feats such as
Iron Will and Deft Hands and Dodge remain just as
URBANITE strong at level 20 as they were at level 1. While
While you may have travelled extensively at some everything else is getting more powerful, these feats stay
point in your life, you always feel more at home in a the same--meaning that, relatively speaking, they get
large town or city. Wilderness life simply isn't for you. weaker as you gain levels.
Effect: You suffer a -4 penalty on all Knowledge This variant rule is designed to correct the problem. It
(Nature) and Survival checks. If forced to camp outdoors allows for these feats to "level up" alongside you, so to
in anything less substantial than a tent and bedroll, you speak, so that it will be just as worth it to take them in
have a 20% chance to awaken fatigued. an epic campaign as in a low-level campaign.
UNREACTIVE ACROBATIC, AGILE, ALERTNESS, ANIMAL AFFINITY,
You are slow to react to danger. ATHLETIC, DECEITFUL, BUILDER, DEFT HANDS, DILIGENT,
Effect: You take a –6 penalty on initiative checks. INVESTIGATOR, MAGICAL APTITUDE, NEGOTIATOR, NIMBLE
FINGERS, PERSUASIVE, SELF-SUFFICIENT, STEALTHY
VULNERABLE Normal: These feats provide a flat +2 bonus.
You are not good at defending yourself. New variant rule: These feats provide a +1 bonus per
Effect: You take a –1 penalty to Defense. every 3 character levels (minimum +1).

GREAT FORTITUDE, IRON WILL, LIGHTNING REFLEXES


FREE FEATS Normal: These feats provide a flat +2 bonus.
New variant rule: These feats provide a cumulative +1
One of the more common house rules I’ve seen and use bonus at 1st level and every level multiple of 4 thereafter
myself as well is giving the players the feats Genin, (1st, 4th, 8th, 12th, etc.)
Chuunin and Jounin for free as they earn the actual Note: A GM may feel free to instead keep the +2 bonus
ranks in game via roleplay and character growth. and grant the player 1 free reroll of the named bonus for
the feat once per encounter, if they feel the variant When sundering a limb, the attacker must beat the
above is too powerful. target’s Defense first, at which point the weapon
connects with the prosthetic, at this point the sundering
IMPROVED DISARM, IMPROVED GRAPPLE, IMPROVED BULL
RUSH, IMPROVED OVERRUN, IMPROVED SUNDER proceeds as normal with the attacker dealing damage
Normal: These feats provide no bonus. that affects Hardness first and then affects the HP of the
Benefit: You gain a +1 bonus at 1st level, +1 per 4 levels prosthetic directly. If this is enough to reduce the
(maximum +5). prosthetic to 0 then it is destroyed.

IMPROVED TRIP CRAFT (MECHANICAL) (INT) [NEW USE]


Normal: Without this feat, the user provokes an attack
Trained Only
of opportunity when attempting to Trip.
Requires: Craft Puppets Feat
Benefit: You gain a +1 bonus to opposed checks when
defending against trip attempts, +1 per 5 levels This skill is used by mechanics, builders and craftsmen
(maximum +4). of all kind to create machines, weapons and armor. New
uses of this skill focus on the creation of puppets
DODGE, POINT BLANK SHOT, TWO-WEAPON DEFENSE
prosthetics.
Normal: These feats provide a flat +1 bonus.
Benefit: You gain a +1 bonus at 1st level, +1 per 5 levels CHECK (CRAFT PUPPET PROSTHETIC)
(maximum +4). Requires: Craft Puppet Feat.
Building puppet prosthetics from an assortment of wood,
TOUGHNESS gears and other pieces of metal is tedious and
Normal: This feat provides a flat +3 hit points.
complicated work, and is considered by many
New variant rule: This feat provides +4 hit points at 1st
practitioners a form of art. If the check is failed by more
level and +1 per HD the character has.
than 5, the puppet is built poorly and will not move
when animated.
LOST LIMBS & PUPPET PROSTHETICS TABLE 1-3: PROSTHETIC CRAFT AND PURCHASE DC

Prosthetic Craft DC Purchase DC


Eventually for one reason or another a character may
lose a limb, whether it be from disease or combat or they Limbs
were born without a limb, a character is at a significant Calf or forearm 13 18
disadvantage when they’re missing a limb. To get the Entire limb 13 18
most out of this supplement, we recommend you have a Components
copy of the Naruto D20 Core Rulebook and purchase a
Normal quality Varies Varies
copy of the Playwright’s Primer.
1
Thanks to the medical breakthroughs from the Advanced quality Varies Varies
combined efforts of shinobi medics and shinobi 1 This item carries an XP cost. See description for details.

puppeteers, those who have a missing limb or multiple


missing limbs can get a prosthetic, the replacement limbs Limbs: These prosthetic limbs are standard
are created by a puppeteer, they design them for the replacements for shinobi who’ve lost a limb. A newly
purpose of a shinobi using the limb, these advanced built prosthetic limb begins play with 2 weapon points,
limbs even enable a user to once again form hand seals, 2 utility points or 1 weapon and 1 utility point only.
and as an added bonus the wearer can also use Prosthetic Components: There are several grades of
components within the limb just as though they were a puppet prosthetic components, as seen below.
natural part of their own body. Normal Quality: A prosthetic component with no
The person crafting puppet prosthetics must have the difficulty, or a difficulty of D to A has a Craft difficulty
feat Craft Puppets [Item Creation]. Just as well the equal to its purchase DC plus 5 and a material cost equal
person attaching the prosthetic will need the Surgery to its purchase DC minus 2. Crafting the component
feat. takes 1 hour per 5 points of the material cost. See epic
uses of the Craft (mechanical) skill to craft S
SUNDERING A PROSTHETIC components.
A prosthetic limb may be sundered; the limb’s Defense Mastercraft Component: A character with the
is the targets Defense +1.
Mastercraft feat as well as the Craft Puppets can create
mastercraft components, as any other objects. The
mastercraft quality can improve almost any aspect of a Improve Resilience: The puppet prosthetic’s bonus hit
component, including the save difficulty of any direct points increases by 5, but its hardness decreases by 1.
effect or bonus to attack rolls or damage if the Modify Capacity: The puppet prosthetic can gain a
component is a weapon; however, it cannot improve a number of weapon or utility points beyond the normal
bonus or penalty to ability scores. This does not include capacity of its type. This modification can only be done
the save difficulty of poisons applied to a component once and cannot be undone; and a puppet prosthetic
such as the Kunai Shower component, however. cannot receive both versions of this modification.
Advanced Quality: An advanced component is rare
and difficult to come by, and even more difficult to craft. • Utility: The puppet prosthetic’s Utility points
The Craft check difficulty of an Advanced component capacity increase by 2, but its Weapon points
increases by 15, the purchase DC to craft it increases by capacity decreases by 1.
10 (this increase is counted after determining the Craft • Weapon: The puppet prosthetic’s Weapon points
check difficulty and does not affect it; however, an capacity increase by 2, but its Utility points
added mastercraft component does increase the base
capacity decrease by 1.
cost, and thus the Craft check difficulty) and takes 4
times as long to create. Undo Modification: A successful check removes the
An advanced component costs 1 less point to install in effect of a single modification that can be undone. The
a puppet (minimum 1); for example, to create a modification can be reapplied later by making another
component with a cost of 3 weapon points would be check.
improved to 2 weapon point, while a component with a Upgrade Core: The puppet prosthetic gains a free
cost of 1 utility point would be unaffected (likewise, an point, utility point or weapon point on a successful
advanced caltrops trap component with a cost of 2 check, up to a certain maximum based on what type of
weapon points and 1 utility point would be improved to puppet prosthetic is upgraded (see below for details on
either 2 weapon points and 0 utility point or 1 weapon puppet prosthetic capacity and limitations). A puppet
point and 1 utility point, not 1 weapon point and 0 utility prosthetic can receive this modification multiple times,
point). and it cannot be undone.
CHECK (MODIFY PROSTHETIC) Special: A character without a puppet crafter's kit
Requires Craft Puppet feat. A skilled craftsman will suffers a -4 penalty on Craft checks to build and modify
often customize his puppet prosthetic so as to both a puppet prosthetic.
improve its functionality as well as personalize it. Regardless of size, a prosthetic can only contain a set
number of components, as shown below:
TABLE 1-3: MODIFICATIONS
TABLE 1-4: PROSTHETIC SIZE
Craft Purchase
Modifications Time Prosthetic Size HP Hardness Slots
DC DC
Improve hardness1 20 25 8 hr. Small 5 5 2
Improve resilience1 20 25 8 hr. Medium 10 5 3
Modify capacity1 Large 20 5 3
Utility 25 30 24 hr. Huge 30 5 3
Weapon 25 30 24 hr.
1 Size: The size category of the character wearing the
Undo modification 5 20 1 hr.
prosthetic.
Upgrade prosthetic1
HP: This entry indicates the limb’s HP.
Free point 20 25 4 hr. Hardness: This entry indicates the limb’s Hardness.
Utility point 10 15 2 hr. Slots: The number indicated here is the maximum
Weapon point 10 15 2 hr. number of components a character can add to a
1 See item description for details. prosthetic’s limb.

INSTALLING A COMPONENT
Improve Hardness: The puppet prosthetic’s hardness Requires 1 hour per 5 point of the purchase DC (rounded
improves by 1, but its bonus hit points decrease by 5 down) and a Repair check equal to the purchase DC of
(minimum 0). the component. Uninstalling a component takes half as
long and requires a Repair check DC 15.
USING A PUPPET PROSTHETIC As with the Playwright’s Primer supplemental book
In order for a recipient to use a puppet prosthetic they (see Section 5 of the Playwright’s Primer), the user
must learn to use a variant of the technique Ninpou: benefits from any special materials components are
Chakra no Ito (Ninja Art: Chakra Threads). made out of, but only if it would derive a benefit.

NINPOU: CHAKRA TEASHI NO ITO (NINJA ART: CHAKRA LIMB PUPPET PROSTHETIC CAPACITIES
The capacities of a puppet prosthetic depend on how
THREADS)
much of a limb is being replaced. If a person’s forearm or
Ninjutsu (Requires Chakra Control 6 ranks)
calf are being replaced they will obviously have less
Rank: 2 (C); Learn DC: 14, 1 success; Perform: 2 (DC
space than someone who is having a whole limb
13); Time: 1 attack action; Components: C, Mas; Range:
replaced. The chart below shows how many points each
Personal; Effect: Chakra strings; Duration: Until
type receives. The number inside the parenthesis is the
cancelled (D) (see text); Cost: 6.
max number of points the prosthetic can be upgraded to.

The user creates chakra threads with this technique, TABLE 1-5: PROSTHETIC BASE CAPACITIES
unlike standard chakra threads, these threads link with Prosthetic Weapon Points Utility Points
a puppet limb that the user is attached to. This variant Calf or forearm 1(3) 1(3)
does not have different ratings of chakra threads but Entire limb 2(5) 2(5)
enables the prosthetic limb to function with the same
degree of flexibility and strength the character had with
their original limb, enabling them to resume using COMPONENTS
techniques that require hand seals and half seals. The The following section is dedicated to puppet prosthetic
chakra threads are invisible to the naked eye, but a components. Unless explicitly stated otherwise,
character than can See Chakra or See Through Chakra operating a component is an attack action. See Craft
can make a Spot check to see the chakra threads (Spot (mechanical) in the Naruto D20 Core Rulebook for more
DC 10). details on crafting puppet components, including rules
The threads last until the user sleeps, is knocked for mastercraft components.
unconscious or is killed. If the user runs completely out Note: While this section utilizes the components from
of chakra they lose the use of the limb these threads are the core book many stats and features have been altered
attached to. If the user has multiple puppet limbs, they to represent fitting inside of a prosthetic limb.
must use this technique for each attachment. Blades
Dismissing this technique is a free action. With this component, the puppet's main hand holds a
weapon that deals damage as 1d8 damage (1d6 for small,
Mastery – Each step of mastery reduces the chakra cost 1d10 for large). The blades score a critical hit on a natural
by 1. roll of 19 or 20. The blades cannot be disarmed, but they
At fifth step of mastery the user does not lose their can be sundered.
threads when knocked unconscious, but still does when Body Slot: Limbs. Points: 1 weapon. Cost: 15. Weight:
sleeping. 1 lb.
Blades, Hidden
This component uses no slot but must instead be
PUPPET PROSTHETIC COMPONENTS attached to the Blades component. The blades are
Just like a standard puppet component, a puppet contained in the puppet's limb instead and may be
prosthetic is able to store a number of components. released, or drawn, as a free action.
Components that require a save have a DC of 10 + half It can also be done as part of an attack action, against
the user’s HD + the user’s Int modifier, unless specified which the target must succeed a Spot check (DC opposed
otherwise. to the puppet's attack roll) or lose its Dexterity bonus to
Puppet Prosthetic and Enhancement Seals defense against the first attack.
Like normal puppets a puppet prosthetic can wear The blade afterwards functions as a normal Blades
enhancement seals and carry sealed items, because it component and requires a full-round action to "sheathe".
does not have any chakra, those objects are only active Body Slot: None, requires Blades. Points: 1 weapon. Cost:
when the user has attached their chakra threads to the 20. Weight: 0 lbs.
prosthetic.
Special Materials
Blades, Hollow loading a scroll in the component is an attack action and
This component can be added to any Blades or requires a Repair check (DC 13).
Venomous component and does not use a body slot, but Each bullet deal 2d6 points of damage of the type
cannot be used with Blades, hidden. This component determined by the scroll used (a Fire Scroll would deal
allows the attack to hold 2 doses of poison instead of 1. fire damage, Ice Scroll cold damage, Lightning Scroll
Body Slot: None, requires Blades. Points: 1 weapon. electricity damage and so on). Each bullet is fired as part
Cost: 15. Weight: 0 lbs. of a ranged attack, and has a range increment of 20 feet
Bomb (maximum 10 increments).
This component allows the character’s limb to self- Each bullet consumes 1 charge from the elemental
destruct. The prosthetic deals 1d6 points of fire damage scroll, which is destroyed when expended. Firing the
per 2 chakra (maximum 10d6) that the user decides to elemental cannon costs the puppet 1 chakra each round
put into it, which can be halved with a Reflex save. The it is used. This component cannot be installed with a
blast radius is 10-ft. (Small puppet), 20-ft. (Medium Blades component.
puppet) or 30-ft. (Large or larger puppet). Body Slot: Limb. Points: 2 weapon. Cost: 19. Weight:
When this component is used, the user cannot avoid 2 lbs.
the damage unless they have the component Detachable Elemental Cannon, Superior
Limb, the user may throw the prosthetic like a standard Same as Elemental Cannon, but the attacks deal 1d6
grenade. points of splash damage creatures in squares adjacent to
Body Slot: Limb. Points: 1 weapon. Cost: 15. Weight: the target.
10 lbs. Body Slot: Limb. Points: 2 weapon. Cost: 22. Weight:
Caltrops Trap 2 lbs.
The component can cover a 10-ft. by 10-ft. area with Elemental Cannon Holster
caltrops with 1 charge, requiring a ranged attack roll This component is installed with the Elemental
with a range increment of 10 feet. The caltrops trap Cannon component and allows the puppet to carry 4
holds 1 charge as a limb component. Each charge can be elemental scrolls. The scrolls in the component can be
replaced with a Repair check (DC 13) and a wealth check loaded as a move-equivalent action (as though reloading
(DC 5), which takes 1 minutes per charge. a firearm).
Body Slot: Limb. Points: 1 weapon and 2 utility. Cost: Body Slot: None, requires Elemental Cannon. Points:
14. Weight: 2 lbs. 1 utility. Cost: 14. Weight: 3 lbs.
Cannon Enhanced Machinery
This cannon is integrated as a hidden weapon in the This component improves a puppet's machinery and
puppet's head or limb. The puppet can hold up to 5 enables it to burn chakra from its own reserve to
smoke bombs, grenade, shuriken, kunai, throwing improve performance. The puppet gains the Speed rank
needles or other such small projectile, which it can 1 and Strength rank 1 extraordinary qualities.
throw normally without needing to draw them. A puppet with medium or heavy armor plating cannot
The grenades must be replaced after being used, which benefit from this component.
requires a Repair check (DC 12) and 1 round per object. Body Slot: Limb. Points: 1 weapon, 1 utility. Cost: 22.
Body Slot: Limb. Points: 1 weapon. Cost: 20. Weight: Weight: 10 lbs.
5 lbs. Enhanced Machinery Mark II
Detachable Limb As the enhanced machinery component, but the
The user’s limbs can detach and re-attach itself. It puppet gains the Speed rank 2 and Strength rank 2
gains a +4 bonus to escape artist checks, and can free extraordinary qualities.
itself from being Entangled as a full-round action with Body Slot: Limb. Points: 2 weapon, 1 utility. Cost: 27.
an Escape Artist check (DC 20). Weight: 10 lbs.
Body Slot: Limb. Points: 1 utility. Cost: 15. Weight: 0 Extendable Limb
lbs. With this component, the puppeteer is able to increase
Elemental Cannon the reach of a puppet's limb by 5 feet. This does not
The puppet can shoot elemental "bullets" as part of a increase the puppet's threatened zone or allow it to
normal attack action or full-attack action. The attack roll deliver attacks of opportunity further away than it
is modified by the puppeteer's Intelligence modifier. normally would.
This component must be loaded with an Elemental Body Slot: Limb. Points: 1 utility. Cost: 16. Weight: 4
Scroll (see Craft (calligraphy) for details). Manually lbs.
Extendable Limb, Quick The trap can be coated in injury poison by applying 5
With this component, the puppeteer is able to increase doses before installation, though it reduces the efficiency
the reach of a puppet's limb by 5 feet. This does not of the poison used (Save DC reduced by 2).
increase the puppet's threatened zone or allow it to Body Slot: Limb. Points: 1 weapon. Cost: 16. Weight:
deliver attacks of opportunity further away than it 2 lbs.
normally would. Once per encounter the user is able to Kunai Shower Mark II
treat the first opponent attacked using this limb when it As kunai shower component, except that the damage
extends as flat-footed, unless the user has Uncanny dealt is 3d4+3. It can be reloaded with a Repair check
Dodge. (DC 16) and a wealth check (DC 5).
Body Slot: Limb. Points: 2 utility. Cost: 16. Weight: 4 lbs. Body Slot: Limb. Points: 2 weapon. Difficulty: C. Cost:
Force Shield 18. Weight: 4 lbs.
Same as Force Shield, Minor, except that the bonus is Kunai Shower Mark III
+2. The chakra cost is 2. As kunai shower component, except that the damage
Body Slot: Limb. Points: 1 utility. Cost: 13. Weight: 1 dealt is 5d4+5. It can be reloaded with a Repair check
lb. (DC 16) and a wealth check (DC 5).
Force Shield, Superior Body Slot: Limb. Points: 2 weapon. Difficulty: B. Cost:
Same as Force Shield, Minor, except that the bonus is 20. Weight: 6 lbs.
+3 and the puppet suffers a -1 armor check penalty. The Locking Gauntlet
chakra cost is 3. With this particular component, the puppet is able to
Body Slot: Limb. Points: 2 utility. Cost: 16. Weight: 1 wield a weapon with the same proficiencies as its
lb. puppeteer. It also gains a +4 bonus to checks to resist
Force Shield, Minor disarms.
The puppet holds creates a shield in one of its hand, Body Slot: Limb. Points: 1 utility. Cost: 14. Weight: 1
making it unable to hold a weapon or object. The shield lbs.
is bright blue and made of chakra, and grants the puppet Porcupine Trap
a +1 Shield bonus to Defense. The shield lasts for 1 The puppet shoots a torrent a needle out of its body in
minute and costs the puppet 1 chakra. a 20-ft. burst around itself. Creatures caught in the area
Body Slot: Limb. Points: 1 utility. Cost: 10. Weight: 1 of effect suffer 3d6+3 point of piercing damage, halved
lb. with a successful Reflex save.
Improved Servos The needles can be poisoned when loading the
The puppet gains a +2 equipment bonus to Strength, component using 5 doses of poison, though it reduces the
and all natural attacks damage die increased one step. efficiency of the poison used (Save DC reduced by 2).
Body Slot: Limb. Points: 2 utility. Cost: 24. Weight: 10 After being used, the trap must be reloaded with a
lbs. Repair check (DC 15) and a wealth check (DC 8, not
Inconspicuous (Human / Animal Puppets only) including the poison). This process takes 1 minute.
The puppet is made to resemble the person or creature Body Slot: Limb. Points: 2 utility. Difficulty: C. Cost:
it was made from, including skin-like textures, furs, pelts 20. Weight: 5 lbs.
and artificial chitins. Shields
The Spot check to recognize the puppet as a puppet The shield-like plating is installed on every limb of the
difficulty class increases by 10, but all checks made to puppet in order to allow the puppeteer a greater
repair the puppets, install or reload components also blocking potential. It provides the puppet a +2 shield
have their difficulty class increased by 5. bonus to Defense. Multiple shield bonuses do not stack.
Body Slot: None. Points: 1 utility. Cost: 16. Weight: 5 Body Slot: Limb. Points: 2 utility. Cost: 13 Weight: 1
lbs. lb. per limb.
Kunai Shower Whip
The puppet releases a torrent of kunai in a 15-ft. cone- The puppet gains a whip attack that deals damage as
shaped burst. The burst deals 2d4+2 points of piercing per a whip of the user’s size.
damage, and can be avoided with a Reflex save. Once Body Slot: Limb. Points: 1 weapon. Difficulty: C. Cost:
used, the component must be reloaded with a Repair 12. Weight: 10 lbs.
check (DC 14) and a wealth check (DC 3). This process
takes 5 rounds.
Wire When a shinobi loses a limb typically their career is
The puppet has a garrotte wire concealed in its hand over, if they survive the encounter. Thanks to the
that can be drawn as a free action even during a grapple. combined efforts of puppeteers and medical ninja
It requires a full-attack action to sheathe afterward. though, those shinobi have a second chance on the battle
Body Slot: Limbs. Points: 1 weapon. Cost: 10. Weight: field and at life in general.
1 lbs.
Check (Prosthetic Fitting): The character makes a
Additional Components check to attach a prosthetic limb to a creature.
There are a number of components from the To attach a prosthetic limb, the character must make
Playwright’s Primer that a limb may also use. In respect two successful consecutive checks. Each check deals 1d4
of Frankto’s work we will only list the names of the points of damage to the creature.
components here. If you wish to read more on them, This check can only be used on an immobilized,
please purchase the Playwright’s Primer and support paralyzed or unconscious creature.
Frankto’s work!
TABLE 1-6: TARGET’S CONDITION
Target’s Condition Base DC
Adaptation Core
Target is…
Chainsaw Resisting 20
Passive 15
Electrified Kunai Shower Unconscious, sedated, paralyzed or dead 10
Several other conditions apply that may affect
Elemental Cannon, Epic whether or not the check is successful.

TABLE 1-7: CONDITIONAL MODIFIERS


Elemental Canon, Greater
Conditions DC Modifier
Flawless Servos Poor lighting +4
Surgery performed outside +2
Force Barrier Surgery performed without a medical +4
kit or chakra scalpel
Force Shield, Epic Target is a different race from the +5
character
Hypermobile Joints Half time to make a check +5

Impact Infrastructure
Try Again?: The character can try again until he makes
two consecutive successes or failures. Each check deals
Impact Infrastructure, Greater
1d4 points of damage to the creature.
Time: Each check takes 1 hour.
Kunai Shower Mark IV
Special: The character cannot take 10 or take 20 when
making this check.
Kunai Shower Mark V

Modified Arms MISSIONS DURING DOWNTIME


Poison Injection System The players may complete missions in their downtime,
adding on to how missions function in the Core PDF.
Quick Recharge The higher the mission’s rank, the longer the mission
takes to complete and the greater chance of the character
Rocket Punch has of failing it. The player rolls a d20, plus their
character level. They are unable to take 10 on this roll,
however action points apply as per d20 roll. Neither
Treat Injury (Wis) [New Use] critical failures or successes apply to this roll.
Trained Only. Requires Surgery feat.
TABLE 1-8: TARGET’S CONDITION The amount of experience awarded depends on the
Mission Success Time CR XP PCs’ level, as well as what was rolled for the CR of the
Rank DC Spent Modifier encounter. The players will receive an amount of
D 15 4 hours 1d4+1 50% experience points equal to as much as they would
C 20 1d4+1 days 1d6+2 75% normally get from an encounter with that CR. D and C
B 25 1d8+2 days 2d4+4 - missions have certain reductions to this calculation, in
addition to the following modifiers.
A 35 2d6+3 days 2d6+8 -
If a PC completes a mission alone, they gain one-half
S 40 4d8+4 days 3d4+16 -
the amount of XP they would normally get from an
encounter with the corresponding CR, rounded down. If
There is a limit to how many missions a character may multiple N/PCs complete the mission, the XP is instead
take at any given time. A character can only take up to divided by how many N/PCs were on the mission,
two D missions in the same week. Furthermore, a rounded down. The maximum CR of the encounter is 3,
character can only take one C or B mission in the same plus the main PC’s level.
week and one A mission in the same month. A character Wealth Reduction: A character that bypasses certain
can’t perform different ranked missions in the same thresholds would gain a lower total wealth reward. This
week (for example, completing two D missions and reduction is cumulative, first coming into effect when a
starting a higher rank mission). character bypasses two thresholds, or once they reach
The PC’s ranks in their Profession skill may improve character level 9. At this point, they will only receive the
their chances of success. Every 4 ranks in Profession adds reductions for D missions. They will receive the other
an additional +1 to their roll to succeed a mission. A PC reductions when they reach level 13, affecting C
is also able to complete missions with other PCs and/or missions and again at level 17, affecting B missions,
NPCs. The maximum number of people that may respectively.
accompany the player is 4. Each person that When calculating how the Profession check
accompanies the character adds one-quarter of their influences a PC’s Wealth Bonus for a D mission, they add
character level, rounded down (minimum of 1), onto the the given number from the total. For example, a 12th
roll. level character with 15 ranks in Profession completes a
A character must be of a certain level to take certain D mission and rolls a 22 on their Profession check, while
missions. Each time a character passes a threshold of they have a +15 Wealth bonus. Normally, the PC would
being able to select higher missions, they reduce the DC gain a +5 to their Wealth Bonus, but with Wealth
of the lower rank missions by 5. For example, a 4th level Reduction, they subtract 3 and would gain +2.
character must succeed a DC 15 to pass a D mission, If the player is using the ryo system in this scenario,
while a 10th level character must succeed a DC 5 for a D they would add 5 + the character’s previous wealth
mission and a DC 15 for a C mission, however the DC 25 bonus (7) + wealth reward (5) + wealth reduction (-3),
for a B mission remains unchanged. which would be Purchase DC 14, or 9,000 ryo.
TABLE 1-9: WEALTH REDUCTION Mission Failure: Failing any mission results in the
Mission Average Wealth chance of receiving a drawback, regardless of what rank
Rank Level Reduction is picked. Highered missions have a greater risk when a
player fails than lowered ones, as
D 1-4 -3
shown on the table below.
C 5-8 -2
B 9-12 -1 TABLE 1-10: CHANCE OF DRAWBACK

A 13-16 - Mission Rank Chance of Drawback


S 17+ - D 40%
C 55%
Mission Success: Succeeding in a mission results in B 70%
being rewarded with experience, in addition to the A 85%
wealth reward. The player(s) roll a Profession check as S 100%
though they were levelling up, plus any bonuses granted
from completing a mission of that rank (Cs add +1, Bs The average level threshold also affects the chance of
add +2 and As add +3). receiving a drawback from failing a mission in the same
way as it does the DC of succeeding the mission itself, components are only targeted when the PC runs out of
decreasing the chance by 5. Should a character try to equipment. Should the puppet run out of components,
complete a mission higher than their average level the puppet will be taken. If the PC doesn’t have any
threshold, they will receive a drawback, regardless of equipment, reroll.
whether they were successful. If the mission rank was at Death: A player that fails to complete a mission that is
least two thresholds above what they’re able to normally above their average level threshold will likely face
complete, they will roll two drawbacks. death. Before rolling for their drawback, they will need
Every rank a character has in Profession lowers the to roll a percentage die. Each average level threshold the
chance of receiving a drawback by an additional 1%. character passes reduces the chance of death by 5%.
Any N/PC that aided the main PC will also suffer from a Example: A 4th level character attempting to complete
drawback. Each character will roll for the type of an A mission has a 90% chance of death, while a 10th
drawback individually. Only certain rank missions can level character would reduce the percentage of death of
cause certain drawbacks. If a player rolls something that an A mission down to 80%, B to 60% and so on. Each
would be unavailable for a certain rank, take the result additional character also reduces the base chance of
of the die and divide it by 2. If the result is still too high dying by 1%, however, they will also run the risk of
for a lower mission to grant a drawback, divide it by 2 dying should the main PC fail. Skill ranks in Profession
again. have no effect on this roll in this circumstance.
Should a PC attempt to complete a mission that is
TABLE 1-11: CHANCE OF DEATH
above the average level threshold and fail, there is a
Mission Rank Chance of Death
chance that they could die during said mission (see
below). C 50%
Physically Taxed: The dice pools are rolled twice. The B 70%
first determines how much lethal damage a character A 90%
takes and the second determines the amount of damage S 100%
a character takes to their chakra pool. A character’s
reserves take half as much damage as their chakra pool. If a character rolls this result from receiving a
Loss of Wealth: A character is not able to pick how drawback only that character is affected. The character
much wealth they have on their person. Add 10 to the is also able to add their level to the roll, in addition to
amount rolled and treat it as a Purchase DC of the same gaining the other benefits of bypassing average level
number. thresholds, as mentioned previously. Every two ranks in
Loss of Equipment: The PC loses a certain number of the character’s Profession skill will further reduce the
items and they are not able to pick and choose what base Chance of Death by 1%. Should the character
equipment to take with them on a mission. When an succeed their Chance of Death roll, they will roll for a
item is selected, the character loses all multiples of that different drawback.
item, as well. The item that is selected is chosen Ability Damage/Drain & Losing Limbs: If character
randomly by the GM. rolled ability damage/drain, or loss of a body part, they
Puppets are unaffected by this, however, should a would need to roll a 1d6 to determine what ability score
character roll this result during a B or A mission, they or body part is affected.
would risk losing the puppet’s components. The

TABLE 1-12: DRAWBACKS

D% Drawback D C B A S
1 Nothing1 — — — — —
2
2-4 Reroll twice — — — — —
5-11 Reserves drop to zero — — — — —
12-18 Non-lethal damage 2d6+2 4d6+4 8d6+8 16d6+16 32d6+32
19-25 Lethal damage 1d8+1 3d8+2 6d8+6 12d8+12 15d8+15
26-32 Physically taxed* 1d10+1 2d10+2 4d10+4 8d10+8 10d10+10
33-39 Loss of wealth* 1d3+1 1d6+2 2d3+4 2d8+8 2d10+16
40-46 Loss of equipment* 1d2 1d3 1d4+1 1d6+1 1d8+3
47-53 Temporary ability damage* 1 1d2 1d4 1d6+1 1d8+24
54-60 Permanent ability drain* — 1 1d2+1 1d3+1 1d6+14
61-67 Kidnapped* — See text See text See text See text
68-74 Chakra coils damage — 1d4+1 1d6+2 2d6+4 4d6+8
75-81 Permanent chakra coils damage — — 1d3+1 1d8+3 2d10+6
82-88 Loss of a body part* — — See text See text See text
89-95 Negative levels — — 1 1d2 1d3+1
96-99 Put into a coma3 — — — 1d4+1 2d6+2
100 Death — See text See text See text See text
* See description below.
1. A character may not roll this if they complete a mission above their average level threshold.
2. A character can only roll this result once. If a character rolls the same thing twice, reroll the second result.
3. The roll equals the number of weeks a character will be in the coma.
4. Affects two different stats. Roll individually for both

TABLE 1-13: ABILITY SCORE/LIMB LOST


D6 Ability Score Limb Lost
1 STR Left eye NEW ACTION POINT USES
2 DEX Left arm The uses listed below are in addition to the normal
3 CON Left leg uses one may receive for spending an Action Point. You
4 INT Right leg can spend 1 action point either to add to a single d20 roll,
5 WIS Right arm to take a special action, or to improve the use of a feat.
6 CHA Right eye You can spend 1 action point in a round. If you spend a
point to use a special action (see below), you can’t spend
another one in the same round to improve a die roll, and
Kidnapped: A character has a chance of being
vice versa.
kidnapped, which will require a search for them, should
other characters wish to do so. The chance of being
kidnapped decreases as per average level threshold rules,
SPECIAL ACTIONS
however the character’s number of ranks in their A character can perform certain tasks by spending an
Profession skill does not alter the chance of being action point. In addition to the actions described below,
kidnapped. some prestige classes or feats (see below) might allow the
TABLE 1-14: KIDNAP CHANCE expenditure of action points in order to gain or activate
Mission Kidnap Limb Lost specific abilities, at the GM’s option.
Rank Chance
C 30% 1d4 Activate Class Ability
B 55% 2d4 A character can spend 1 action point to gain another
A 80% 4d4 use of a class ability that has a limited number of uses per
S 95% 8d4 day.
Boost Defense
The task of retrieving the lost character is treated as a A character can spend 1 action point as a free
separate mission whose rank is the same as the one that action when fighting defensively. This gives him double
character went on, with 5 added to the DC. The the normal benefits for fighting defensively for the
character that has been kidnapped will suffer a certain entire round (+4 dodge bonus to AC; +6 if he has 5 or
amount of damage every day that cannot be healed until more ranks in Tumble).
they are rescued. Once that character reaches 0 Emulate Feat
HP, they will automatically die. At the beginning of a character’s turn, he may spend 1
If the character doesn’t get kidnapped, roll for a action point as a free action to gain the benefit of a feat
different drawback. he doesn’t have. He must meet the prerequisites of the
feat. He gains the benefit until the beginning of his next You can spend 1 action point to double the bonus on
turn. initiative checks granted by the feat, from +4 to +8.
Extra attack Meta-Chakra Feats
During any round in which a character takes a full You can spend 1 action point to add the effect of any
attack action, he may spend 1 action point to make an one Meta-Chakra feat that you have to a technique you
extra attack at his highest base attack bonus. Action are using. The technique is used as normal without any
points may be used in this way with both melee and perform or chakra cost adjustment because of the feat
ranged attacks. and takes no extra time to cast.
Technique Boost Power Attack
A character can spend 1 action point as a free action to You can spend 1 action point to double the bonus on
increase the effective character level of one of his damage rolls granted by the feat. For example, if you take
technique by 2. He must decide whether or not to spend a penalty of -3 on your attack roll, you add +6 to your
an action point in this manner before using the damage roll.
technique. Fuinjutsu Adept, Genjutsu Adept, Harmony, Ninjutsu
Stable Adept, Taijutsu Adept
Any time a character is dying, he can spend 1 action You can spend 1 action point to double the increase to
point to become stable at his current hit point total. save DCs granted by the feat, from +1 to +2.
Chakra Penetration
IMPROVING FEATS You can spend 1 action point to double the bonus
on character level checks granted by the feat, from +2 to
The use of action points opens up a whole range of
+4. The effect lasts for the entire encounter.
possible feats. However, it’s easier on characters simply
to improve existing feats to take advantage of action ONE LESS FEAT REQUIREMENT
points—that way, characters needn’t spend their
precious feat slots simply to gain the ability to use their Sometimes you’re looking to take something whether
action points. Below are a few examples of how action it is an Advanced/Prestige or another feat. That feat is
points can be used with existing feats. Unless otherwise always something minor and while the feat may fit the
stated, each effect requires a free action to activate and theme of the class or feat you want, it can be hard to
lasts 1 round. meet the requirements in your character build and
Blind-Fight include such a minor feat. With this variant, the player
You can spend 1 action point to negate your miss is permitted to ignore the requirement of one feat that is
chance for a single attack. normally needed for a class or feat. This may be used by
Combat Expertise the character only once ever and cannot be changed
You can spend 1 action point to double the bonus to once they choose the class or feat. The player is never
Armor Class granted by the feat. For example, if you take considered to have the feat they’ve chosen, though they
a penalty of -3 on your attack roll, you gain a +6 dodge can go back later and take it (this does not grant them
bonus to AC. the chance to pick a new feat to ignore).
Dodge The following feats are ones that may be selected:
You can spend 1 action point to increase the dodge Acrobatic, Agile, Alertness, Animal Affinity, Athletic,
bonus granted by the feat to +2. The effect lasts for the Attentive, Builder, Cautious, Confident, Deceitful,
entire encounter. Defensive Martial Arts, Deft Hands, Diligent, Dodge,
Improved Critical Educated, Focused, Gearhead, Genin, Grand Master,
You can spend 1 action point to double your critical Great Fortitude, Guide, Iron Will, Investigator,
threat range. Since two doublings equals a tripling, this Lightning Reflexes, Medical Expert, Meticulous,
benefit increases your threat range from 19-20 to 18-20, Nimble, Negotiator, Nimble Fingers, Persuasive, Quick
from 17-20 to 15-20, or from 15-20 to 12-20, including Draw, Self-Sufficient, Stealthy, Studious, Track,
the effect of your Improved Critical feat. This benefit Toughness, Trustworthy, Vehicle Expert.
stacks with the benefit from Improved Critical, but not
with other effects that increase threat range. This lasts
for one turn.
Improved Initiative
REPUTATION TABLE 1-15: MISSION FAME / INFAMY POINTS GAINED
Mission Rank Fame / Infamy Gained Points
Reputation is used to determine whether another D 0
character recognizes a character. Those who recognize
C 0
the subject are more likely to help the subject or do what
B 0.01
he or she asks, provided the reputation has a positive
connotation to the character that recognizes them. A A 0.025
high Reputation bonus also makes it difficult for the S 0.05
person to mask his or her identity. Using the Reputation Bonus
Most of the time, a character doesn’t decide to use his Whenever the GM decides that a character’s
or her reputation. The GM decides when a person’s reputation can be a factor in an encounter, the GM
reputation can be relevant to a scene or encounter. At makes a Reputation check (DC 30) for the character
the moment it becomes relevant, the GM makes a involved. A Reputation check is 1d20 + the character’s
Reputation check for a character that might be Reputation bonus + the character’s Int modifier + any
influenced in some fashion due to the person’s fame or miscellaneous modifiers. (Some Knowledge skill
notoriety, as detailed below. modifiers might apply instead of the Int modifier, if the
character would be well known in the field covered by
FAME AND INFAMY
When a character has a positive opinion of a the Knowledge skill.) Modifiers to the Reputation check
character’s reputation, the character is considered to be depend on the character and the character in question,
famous by that character. Fame, when recognized, as shown below. Note that if the character has no
provides a bonus to certain Charisma-based skill checks. possible way of recognizing a character, then the
When a character has a negative opinion of a Reputation check automatically fails.
character’s reputation, the character is considered to be If the character succeeds at the Reputation check, he
infamous by that character. Also, at the GM’s option, a or she recognizes the character. This provides a +4 bonus
character might be considered infamous in certain or a –4 penalty on checks involving the following skills
situations due to events that have transpired in the for the duration of the encounter: Bluff, Diplomacy,
campaign. Infamy, when recognized, provides a penalty Gather Information, Intimidate, and Perform. This
to certain Charisma-based skill checks. bonus or penalty only occurs if the character has less HD
In Naruto D20 Reputation has two subcategories, or equal to the person they’re recognizing.
Fame and Infamy Points. A character has both of these The GM must decide that a character’s fame or infamy
no matter what. can come into play in a given situation to make a
As a character performs missions they will gain Fame Reputation check necessary. A character that doesn’t
and or Infamy from those missions. In order to gain fame know, or know of, the character can’t be influenced by
/ infamy the character must be known to have his or her reputation.
performed the mission. The character gains Fame by SITUATIONS
performing missions successfully for their own Village. Certain events that take place that are not missions
Infamy is earned when the character is discovered to may qualify for an adjustment to one’s Fame/Infamy.
have done a mission against a village or group. A Below is a table denoting various instances both minor
character can have a very different Infamy between and major that may increase or decrease a person’s
multiple villages and groups. Reputation. Note that all Fame Modifiers are scaled as
Every 10 Fame points increases the character’s points, not whole amounts for Reputation. For example,
Reputation by 1 with their own Village. Every 10 Infamy if a character were to own a legendary item or artifact,
points increases the character’s Reputation by 1 with they would get +1 to Reputation and +5 points towards
other villages. their Fame/Infamy of their choice.
TABLE 1-16: REPUTATION SITUATIONS
Event Fame Modifier
Positive Events
Acquire a noteworthy treasure from a worthy foe1 +1
Confirm two successive critical hits in a CR-appropriate encounter +1
Craft a powerful magic item +10
Locate and disarm three or more CR-appropriate traps in a row +1
3
Make a noteworthy historical, scientific, or magical discovery +1
Own a legendary item or artifact +15
Receive a medal or similar honor from a public figure +1
Return a significant magic item or relic to its owner +1
Sack the stronghold of a powerful noble +1
Single-handedly defeat an opponent with a CR higher than your level +15
Win a combat encounter with a CR of your ECL +3 or more +1
Defeat in combat a person who publicly defamed you +2
6
Succeed at a DC 30 or higher Craft check to create a work of art or masterwork item +2
6
Succeed at a DC 30 or higher public Diplomacy or Intimidate check +2
6
Succeed at a DC 30 or higher public Perform check +2
Earn a formal title (lady, lord, knight, and so on) +3
Defeat a key rival in combat +5
Negative Events
Be convicted of a petty crime -1
Keep company with someone of disreputable character -10
Be convicted of a serious nonviolent crime -2
Publicly flee an encounter of a CR lower than your ECL -3
Attack innocent people -5
Be convicted of a serious violent crime -5
Publicly lose an encounter of a CR equal to or lower than your ECL -5
Be convicted of murder -8
Be convicted of treason -10
Abandon your village -20
1 This includes claiming a treasure from a defeated monster or rival. a villainous character may include stealing such an item instead.
2 Per 40,000 ryo of the item's price.
3 Such as finding the ruins of a lost city, recovering forgotten lore, or creating a useful new jutsu.
4 Per 40,000 ryo of the item's price. Artifacts with no price count as 200,000 ryo for this purpose.
5 Per CR the opponent is above your level.
6 You may increase your Fame in this way no more than once per month.
7 Approximately the length of a Pathfinder Module or Pathfinder Adventure Path adventure.
Per week of close association.
increase they earn into Intelligence. This gives them 11
skill points, (4 they would have had from level 1 and 7
RETROACTIVE SKILL POINTS from the other 7 levels) to spend where they please based
on the last level of class they took or if they choose may
Whenever your intelligence modifier increases
save them and spend them on the next class they take.
permanently (through levels, wishes, templates, Class
This applies to any permanent effect that increases the
Features, etc.), you gain skill points retroactively.
character’s Intelligence modifier.
Example: A 7th level character with a 13 Intelligence,
reaches 8th level and decides to put the Ability Score
SUMMONS REVISED
Currently, a critical hit simply multiplies the damage
This is a variant on how Summons function aimed at dealt. In real life, it isn't that simple. It doesn't matter
improving their usage across the board by addressing how many "hit points" you have, an arrow through the
several issues one of which is how feats are distributed. heart is still an arrow through the heart.
I found it odd that a non-Elite or Paragon summon could Rules
be weaker than its non-Summon counterpart because Each time a critical hit against a humanoid is
these summons do not earn Feats at all. confirmed, roll a d% and implement an effect according
FEATS to the table below.
This alternative uses each type’s original feat gaining TABLE 1-17: VARIANT CRITICALS
progression (aside from Vermin who received a new one
Roll Effect
for the sake of proper balance). All summons gain feats
1-30 Soft Spot (classic critical)
now as they advance Hit Dice. If a summon is a Paragon,
31-45 Broken Arm
they override this with their own gains.
Example: A Dragon Paragon earn 1, plus 1 feat per 3 46-60 Broken Leg
HD beyond 1 HD. A Magical Beast would earn 1 + Int 61-70 Nerve Hit
Mod (min 0), plus 1 feat per 3 HD beyond 1 HD. 71-80 Major Artery
TABLE 1-17: SUMMONS REVISED 81-85 Ruptured Stomach
Type Feats 86-90 Punctured Lung
91-95 Nervous System
Dragon 1, plus 1 feat per 4 HD beyond 1 HD
96-100 Heart
Humanoid 1, plus 1 feat per 4 HD beyond 1 HD Soft Spot (classic critical): The attack struck a "soft
spot" of the body, more vulnerable to injury than other
Magical 1 + Int Mod (min 0), plus 1 feat per 4 HD
parts. This is the "classic critical". Simply multiply the
Beast beyond 1 HD
damage according to the critical multiplier, as for a
Outsider 1, plus 1 feat per 4 HD beyond 1 HD normal critical hit. This is the only form of critical hit
1 + Int Mod (min 0), plus 1 feat per 4 HD that actually multiplies the damage. All other forms of
Vermin
beyond 1 HD critical hits (below) deal normal damage, but include a
SUMMON MULTICLASS special effect.
When an Elite or Paragon takes their first Summon Broken Arm: The attack cleaved, punctured, or
Multiclass Feat, they receive bonuses to their saving shattered the bones in your arm. In addition to taking
throws and a class Defense. These bonuses are equal to damage as for a normal attack, your arm is now broken.
half their Summon Level compared to the class (rounded You take a -4 on all Strength-based checks (whether it
down). be a skill check, a grapple check, a lifting check, etc.)
Example: A Bear (Kuma) of Summon Level 10 that has except for Jump. You take a -4 on all attack rolls with
the Multiclass feat Battlemaster would gain +4 Fort, +3 that arm, and you do not deal bonus damage for wielding
Refl, +1 Will and a Class Defense of +4. For Paragons, a weapon in two hands. Any techniques you use that has
this only applies to the first Multiclass feat they select. hand seal or half seal (if you are using the same hand that
The second feat provides only the usual benefits it is broken) component incur a 15% failure chance, which
describes. stacks with any penalties for wearing armor but does not
ADDITIONAL CHANGES exceed the normal 95% max penalty (see the Mobility
Vermin Paragons have an Intelligence Score of 8 so component in the Core Book). A broken arm does not
that they are intelligent enough to communicate and recover naturally. It can be repaired with a DC 20 Heal
pass on knowledge to Humans who have signed their check, or by healing at least 8 points of damage.
Blood Pact, such as their sage arts. For weapons with higher critical multipliers: For each
point the critical multiplier is above x2, increase the
penalties by 2 and the technique failure by 5%. For
VARIANT CRITICALS instance, if your arm was broken by a weapon with an
x4 multiplier, you would take a -8 on all Strength-based
This variant rule is designed to add a little more flavor checks and attack rolls, and you would incur a 25%
and realism to combat. technique failure chance.
If a creature doesn't have arteries or the DM decides
If a creature doesn't have arms or the DM decides the the creature is otherwise immune to such an effect,
creature is otherwise immune to such an effect, reroll reroll the d% for the critical hit effect.
the d% for the critical hit effect. Ruptured Stomach: The attack broke a hole in your
If it is relevant, roll d2 or flip a coin to determine stomach. In addition to taking damage as for a normal
which arm is affected. attack, you now have a ruptured stomach that is leaking
Broken Leg: The attack cleaved, punctured, or corrosive digestive juices into your body. Every 10 - X
shattered the bones in your leg. In addition to taking rounds (X is equal to the critical multiplier of the
damage as for a normal attack, your leg is now broken. weapon that caused the damage) you must make a DC 20
Your movement speed is halved, rounded down, and you Fortitude save or take 1d8 points of damage. A ruptured
cannot run or charge. You take a -4 on all checks that stomach does not heal naturally. It can be repaired with
involve using your legs (examples include Jump, Move a DC 20 Heal check, or by healing at least 8 points of
Silently, Balance, Tumble, etc), on all Reflex saves that damage.
involve using your legs (jumping out of the way of a If a creature doesn't have a stomach or the DM decides
falling boulder, for instance), and on checks to avoid the creature is otherwise immune to such an effect,
being tripped, bull rushed, or overrun. Standing up from reroll the d% for the critical hit effect.
prone is now a full-round action instead of a move Punctured Lung: The attack damaged a lung. In
action. Finally, your Dexterity score is reduced by 1. A addition to taking damage as for a normal attack, you
broken leg does not recover naturally. It can be repaired now have a punctured lung. You take Constitution
with a DC 20 Heal check, or by healing at least 8 points damage equal to twice the weapon's critical multiplier.
of damage. Additionally, you are staggered. A Staggered character
For weapons with higher critical multipliers: For each can only take a single standard action or a single move
point the critical multiplier is above x2, increase the action each round.
check and save penalties by 2 and the Dexterity penalty A punctured lung does not heal naturally, nor does its
by 1. For instance, if your leg was broken by a weapon associated Constitution damage. It takes a DC 25 Heal
with an x4 multiplier, you would take a -8 on all checks check or at least 10 points of healing to repair a
and saves involving your legs, and your Dexterity would punctured lung. Once it is repaired, the Constitution
be reduced by 3. damage is immediately recovered.
If a creature doesn't have legs or the DM decides the A punctured lung cannot reduce you to 0 Constitution.
creature is otherwise immune to such an effect, reroll If a punctured lung would reduce you to 0 Constitution,
the d% for the critical hit effect. you are instead reduced to 1, and you are immediately
If it is relevant, roll d2 or flip a coin to determine reduced to -1 Hit Points regardless of your current total.
which leg is affected. From there, follow the rules for damage to the Heart
Nerve Hit: The attack damaged an area with a (below).
particularly high concentration of nerve endings. In If a creature doesn't have lungs or the DM decides the
addition to taking damage as for a normal attack, you creature is otherwise immune to such an effect, reroll
suffer extreme pain. You must make a DC 15+X Will the d% for the critical hit effect.
save against a pain effect or else be staggered for X Nervous System: The attack damaged your brain,
rounds, where X is equal to the weapon's critical spinal cord, or other nervous organ. In addition to taking
multiplier. A staggered character can only take a single damage as for a normal attack, roll a d4 and suffer the
standard action or a single move action each round. according
If a creature doesn't have nerves or the DM decides the Effect:
creature is otherwise immune to such an effect, reroll 1: Your Intelligence, Wisdom, and Charisma are all
the d% for the critical hit effect. reduced by 3+X, where X is the critical multiplier of the
Major Artery: The attack ruptured a major artery. In weapon.
addition to taking damage as for a normal attack, you 2: You are knocked unconscious.
begin bleeding profusely. Each round, you take 1 damage 3: Your Dexterity is reduced by 8+X, where X is the
as if you were dying. Damage to a major artery does not critical multiplier of the weapon.
recover naturally. It can be repaired with a DC 15+X 4: See the rule for Heart damage (below)
Heal check, or by healing at least X points of damage. X Brain damage does not recover naturally. Brain
is equal to the critical multiplier of the weapon that damage can be repaired by a DC 25+X Heal check, or by
caused the damage. healing at least 12+X points of damage (X is the critical
multiplier of the weapon that caused the damage). If you your character level) each working week (5 days). See
rolled a "4" on the d4, these numbers replace the normal the following table:
DCs and numbers for Heart damage.
TABLE 1-18: WORK GIVES EXPERIENCE
If a creature doesn't have a nervous system or the DM
Character EXP per # weeks to # years to
decides the creature is otherwise immune to such an
Level week next level next level
effect, reroll the d% for the critical hit effect.
1 10 100 1.9
Heart: The attack ruptured your heart. You must make
2 12 167 3.2
a DC 25+X Fortitude save (X is the critical multiplier of
3 14 215 4.1
the weapon) or else be immediately reduced to -1 Hit
Points regardless of your current total. You are dying. 4 16 250 4.8
Unlike being reduced to negative HP by a normal attack, 5 18 278 5.3
you cannot stabilize naturally. Furthermore, the First 6 20 300 5.8
Aid DC increases to 25, and it takes at least 10 points of 7 22 319 6.1
healing to stabilize you. Even if healing brings you into 8 24 334 6.4
the positive numbers of hit points, you are still 9 26 347 6.7
unconscious and dying if the healing wasn't at least 10 10 28 358 6.9
hit points. 11 30 367 7.1
If a creature doesn't have a heart or the DM decides 12 32 375 7.2
the creature is otherwise immune to such an effect, 13 34 383 7.4
reroll the d% for the critical hit effect. 14 36 389 7.5
Healing: When a particular injury says it can be healed
15 38 395 7.6
by healing a certain amount of damage, it doesn't all
16 40 400 7.7
have to be healed in one sitting. You can split the healing
17 42 405 7.8
among multiple healing actions. For instance, you don't
18 44 410 7.9
have to heal 10 damage with a single cure technique to
repair Heart damage. You could heal 3 damage with one 19 46 414 8.0
healing technique, 5 damage with another, and 2 damage 20 48 417 8.0
with a third. You should keep track of how much TABLE 1-19: EXPERIENCE BONUSES/PENALTIES
healing a character has received for the purpose of Bonus /
treating special injuries. Penalty Condition Examples
Even if you are healed to maximum HP, special -5 Slow business week, Winter for a farmer,
injuries are only repaired if you have been healed for the barely related to building furniture as
required amount of damage. You can still be healed after work, Less than 4 a siege engine crafter
you have reached maximum HP to repair these special ranks in skill
injuries. -2 Poor training, bad Mentor/Commander
NONLETHAL DAMAGE habits, damaged is lower level, plow
A critical hit with a nonlethal weapon can only be a tools, Half ranks in was broken in a
soft spot, a broken arm, a broken leg, or a nerve hit. If skill tornado
anything else is rolled for a nonlethal weapon's critical, +2 Good Training, good Mentor/Commander
treat it as a soft spot (classic critical). tools, Max ranks in is 2 levels higher,
skill tools are
masterwork
WORKING GIVES EXPERIENCE +5 Excellent Training, Mentor/Commander
difficult situation is at least 3 levels
Ever wonder how that shopkeeper can make scrolls higher, your inn is
and potions for you whenever they need it? How about completely booked
why soldiers are all level 1? This variant rule makes the full
D&D game make a lot more sense with just a couple +10 Ideal Training, Mentor/Commander
additions to the existing rules for certain skill checks. extremely difficult is at least 5 levels
Whenever you make a Craft, Profession, or Perform situation higher, your soldiers
skill check, you gain experience points equal to 8 + (2 x are involved in a war
LONGER LIFESPAN
MODIFIERS Longer lived people may learn slower from work
A player may attempt to make a skill check DC 20 + depending on their maximum age. For every 50 years
their character level in order to gain extra experience. If their Venerable age category (rounded to the nearest
they pass the skill check, they get an additional 2 fifty) is above 100, they earn 1 less experience per
experience per character level for the week. If they fail, character level (minimum 2 points per character level).
they get 1 less experience per character level for the For example, a human with a Venerable age category of
week. If they fail by 5 or more, they get 2 less experience 250 years. This means they gain 3 less experience per
per character level for the week. If they fail by 10 or character level when working. It takes them143 weeks
more, they get 3 less experience per character level for to reach level 2.
the week (minimum 0). If they fail by 15 or more, they
get no experience for the skill check and some major
IMPLICATIONS
This means that with humans, the average young
disaster occurs that may compromise their employment
worker will be level 1-2, the average middle aged worker
(DM's discretion).
will be level 3-5, and the average senior worker will be
Any character will also gain less or more experience
level 6-8.
depending on the following circumstances:
A well-trained army will have used their Profession
These circumstances can stack (except for the bonuses
(soldier) skill daily for, say, 50 weeks a year. After 6 years
from your Mentor/Commander). For example, 1st level
of training, the army will be level 3. If they fight in a
soldiers fighting in a war in a 6th level lieutenant's unit,
long war, they could be level 2 in a year, not counting
with masterwork weapons and armor gain 10 + 2 + 10 +
experienced gained in battles.
10 = 32 experience per week from their profession
soldier checks.
CHAPTER 2: RACES
The following are new races presented for use, most of Draconic Resistance (Ex): You count as 5 levels higher
which are varieties of humans found around the world. when determining energy resistance against the affinity
you’re strong against.
Natural Weapon (bite): You gain a single bite attack,
HUMAN/DEMON dealing 1d4 Piercing damage and grow vicious fangs.
Natural Weapon (claws): You gain 2 claw attacks,
Those from the Land of Demons are intrinsically tied
dealing 1d4 Slashing damage. Your hands become claw-
to the name of their lands, the people share traits
like.
typically spiritually with Demons, but sometimes the
Natural Weapon (tail whip): You gain a single tail
link is shown physically in some folk.
whip that deals 1d6 points of Bludgeoning damage and
Size: Medium. Humans have no special bonuses or
grow a tail.
penalties due to their size.
Scales (Ex): You have scales covering certain parts of
Ability Modifiers: +2 Charisma, -2 Constitution.
your body, granting a +2 natural armor bonus to
Base Speed: 30 feet.
Defense.
Demonic Eyesight (Ex): You gain low-light vision up
Skills: +2 to Bluff, Diplomacy, Intimidate and Sense
to 60 feet.
Motive.
Demonic Energy (Ex): You are treated as though you
Bonus Feat: You gain Archaic Weapons Proficiency or
have the demonic subtype.
Simple Weapons Proficiency as a bonus feat.
Skill Bonus: The human/demon gains a +2 to Bluff,
Elemental Affinity: Any.
Diplomacy, Intimidate and Sense Motive.
Free Language Skills: Ready/Write Common, Speak
Saving Throw Bonus: The human/demon gains a +1
Common, Speak Draconic.
racial bonus to saves against evil based attacks and
Other Languages: Any.
demonic based attacks.
Challenge Rating: +2
Bonus Feat: Humans receive Simple Weapons
Level Adjustment: +3
Proficiency as a bonus feat.
Elemental Affinity: Earth or Fire (choose one).
Free Language Skills: Read/Write Common, Speak HUMAN/GRASS
Common, Speak Demonic.
Other Languages: Sign Common. Humans native from the Grass Country are generally
slender to the point of being almost gaunt and are
somewhat pale in skin color.
HUMAN/DRACONIC Size: Medium. Humans have no special bonuses or
penalties due to their size.
Through inexplicable means, a draconic human was
Ability Modifiers: +2 Dexterity, -2 Constitution.
born. Physical features vary, but most have reptilian
Base Speed: 30 feet.
eyes and discolored skin in certain areas of their bodies.
Frightful Presence (Ex): Once per day as a swift action,
Ability Modifiers: +2 Strength, +2 Constitution, +2
a Grass Human can cause his or her presence to unsettle
Intelligence, Wisdom, or Charisma.
his or her foes. Opponents within 30 ft. who have fewer
Base Speed: 30 feet.
hit dice than the Grass Human who witness the action
Draconic Attributes: Choose two attributes from the
must make a Will save (10 + 1/2 the Grass human's HD
list below, gaining the benefit of each. If you choose two
+ Cha modifier) or become shaken for 1d6 rounds or the
natural attacks, specify which one will be your primary
duration of an encounter (whichever is shorter).
natural weapon.
Skill Bonus: The Human/Grass gains a +1 racial bonus
Draconic Eyesight (Ex): You gain low-light vision and
to Hide and Move Silently checks.
darkvision up to 60 feet.
Saving Throw Bonus: The Grass Human gains a +1
Draconic Wings (Su): Up to twice a day, as an attack
racial bonus to saves against either earth or water based
action, you can sprout a pair of wings, granting you a Fly
attacks (choose one).
speed equal to half your normal speed with Poor
Bonus Feat: Humans receive Simple Weapons
maneuverability. They are dismissed as a free action and
Proficiency as a bonus feat.
last for a number of rounds equal to your character level.
Elemental Affinity: Earth or Water (choose one). Thick-Skinned (Ex): The human/snow gains an
Free Language Skills: Read/Write Common, Speak additional +2 to Fortitude saves and Constitution checks
Common, Speak Grass. when attempting to resist the effects of cold weather.
Other Languages: Sign Grass, Sign Common, Speak Skills Bonus: The human/snow gain a +2 racial bonus
Fire, Speak Water, Speak Wind. to Survival checks.
Level Adjustment: +1 Saving Throws Bonus: The human/snow gains a +1
racial bonus to save against cold-based attacks.
Bonus Feat: Humans receive Simple Weapons
HUMAN/IRON Proficiency as a bonus feat.
Elemental Affinity: Water or Wind (choose one).
Humans native to the Iron Country tend to usually
Free Language Skills: Read/Write Common, Speak
have pale to fair skin accompanied with dark hair. This
Common, Speak Snow
country is the largest home for samurai clans.
Other Languages: Sign Common, Sign Snow, Speak
Size: Medium. Humans have no special bonuses or
Lightning, Speak Water, Speak Wind.
penalties due to their size.
Ability Modifiers: +2 Constitution or +2 Wisdom, -2
Intelligence. HUMAN/WHIRLPOOL
Base Speed: 30 feet.
Thick-Skinned (Ex): The human/iron gains an Humans native to the Whirlpool Country have pale to
additional +2 to Fortitude saves and Constitution checks fair skin complexions and red is a common hair color.
when attempting to resist the effects of cold weather. Shinobi from this country are known for their Wind and
Skills Bonus: The human/iron gain a +1 racial bonus to Water Release as well as being famous for their
Iaijutsu Focus and Knowledge (tactics) checks. Fuinjutsu.
Saving Throws Bonus: The human/iron gains a +1 Size: Medium. Humans have no special bonuses or
racial bonus to save against ninjutsu-based attacks. penalties due to their size.
Bonus Feat: Humans receive Simple Weapons Ability Modifiers: +2 Wisdom, -2 Intelligence.
Proficiency or Archaic Weapons Proficiency as a bonus Base Speed: 30 feet.
feat. Fuinjutsu Prowess (Ex): The human/whirlpool require
Elemental Affinity: Any. 1 less success (minimum) for any Fuinjutsu techniques
Free Language Skills: Read/Write Common, Speak they learn.
Common, Speak Iron Skills Bonus: The human/whirlpool gain a +1 racial
Other Languages: Sign Common, Sign Iron, Speak bonus to Survival and Swim checks.
Fire, Speak Lightning, Speak Wind. Saving Throws Bonus: The human/whirlpool gains a
+1 racial bonus to save against
fuinjutsu based attacks.
HUMAN/SNOW Bonus Feat: Humans receive Simple Weapons
Proficiency as a bonus feat.
Humans native to the Snow Country tend to usually
Elemental Affinity: Water or Wind (choose one).
have pale skin accompanied with dark hair. Shinobi
Free Language Skills: Read/Write Common, Speak
from this country are known for their Ice Release.
Common, Speak Whirlpool
Size: Medium. Humans have no special bonuses or
Other Languages: Sign Common, Sign Whirlpool,
penalties due to their size.
Speak Fire, Speak Water, Speak Wind.
Ability Modifiers: +2 Constitution, -2 Charisma.
Base Speed: 30 feet.
CHAPTER 3: OCCUPATIONS
CLAN OCCUPATIONS Affiliation: You require 1 less success to learn
Tenodori techniques.
AKIMICHI CLAN Wealth Bonus Increase: +1
Reputation Bonus Increase: +1
The Akimichi clan is a product of the Fire Country,
namely Konohagakure. They are a small clan of
immensely powerful people who are often regarded as a INUZUKA CLAN
gluttonous sort. Many of the Akimichi clansmen become
The Inuzuka clan is a product of the Fire Country,
squad leaders due to their power. Most of them also
namely Konohagakure, is a family of shinobi known for
possess the ability to alter their body size and mass.
their use of ninken (ninja dogs) as fighting companions
Prerequisite: Age 8+
and are easily identified by the distinctive red fang
Skills: Select any three skills from the following list as
markings on their cheeks.
permanent class skills. If a skill the character selects is
Prerequisite: Age 8+
already a class skill, he receives a +1 competence bonus
Skills: Select any three skills from the following list as
on checks using that skill: Concentration, Chakra
permanent class skills. If a skill the character selects is
Control, Knowledge (Ninja Lore and Tactics), Listen,
already a class skill, he receives a +1 competence bonus
Ninjutsu, Search, Spot, and Taijutsu.
on checks using that skill: Balance, Chakra Control,
Bonus Feat: Select one of the following: Akimichi
Climb, Genjutsu, Handle Animal, Intimidate,
Toughness, Brawl, Chakra Restoration, Combat Martial
Knowledge (Earth and Life Sciences, Ninja Lore), Listen,
Arts, Combat Tactics, Combat Throw, Defensive Martial
Ninjutsu, Search, Sense Motive, Spot, Survival and
Arts, Endurance, Gouken, Great Fortitude, Harmony,
Taijutsu.
Improved Bull Rush, Improved Chakra Pool, Ninjutsu
Bonus Feat: Select one of the following: Advanced
Adept, Nin Weapon Proficiency, Resist Poison, Taijutsu
Bloodline (Child of the Wild), Alertness, Brawl, Chakra
Adept, and Toughness.
Restoration, Combat Martial Arts, Combat Tactics,
Affiliation: You require 1 less success to learn
Defensive Martial Arts, Improved Chakra Pool, Ninjutsu
Akimichi Hijutsu techniques.
Adept, Nin Weapon Proficiency, Taijutsu Adept, and
Wealth Bonus: +1
Track.
Reputation Bonus: +1
Affiliation: You require 1 less success to learn Inuzuka
Hijutsu techniques.
HITOSASHI CLAN Wealth Bonus: +1
Reputation Bonus: +1
The Hitosashi Clan are famous for their dancing and
unique styles of combat revolving around their art of KAGUYA CLAN
dance. They primarily focus on Taijutsu and genjutsu
The people of this clan are infamous for their ability to
styles of combat and are a very unique clan.
manipulate their bones in a variety of ways, known as
Prerequisite: 8+
Shikotsumyaku. Many fear them because most are
Skills: Perform (dance) is a permanent class skill.
known to have a love of battle that borders on bloodlust.
Select any of two skills from the list as permanent class
Prerequisite: Age +8.
skill. If a skill the character selects is already a class skill,
Skills: Select any two skills from the following list as
he receives a +1 competence bonus on the checks using
permanent class skills. If a skill the character selects is
that skill: Balance, Chakra Control, Genjutsu, Hide,
already a class skill, he receives a +1 competence bonus
Knowledge (art, ninja lore), Jump, Move Silently,
on checks using that skill: Balance, Chakra Control,
Ninjutsu, Taijutsu, or Tumble.
Concentration, Climb, Intimidate, Jump, Knowledge
Bonus Feat: Select one of following: Acrobatic,
(Ninja lore, Tactics, The Underworld), Ninjutsu, Spot,
Advanced Bloodline (Buruhada), Combat Martial Arts,
Swim, Taijutsu, or Tumble.
Creative, Defensive Martial Arts, Genjutsu Adept,
Bonus Feat: Select one of the following: Advanced
Genin, Genius Ninja, Nin Weapons Proficiency, Taijutsu
Bloodline (Shikotsumyaku), Archaic Weapon
Adept, Tenodori.
Proficiency, Combat Martial Arts, Defensive Martial
Arts, Genin, Genius Ninja, Nin Weapons Proficiency,
Ninjutsu Adept, Taijutsu Adept, or Toughness. MYUGAN CLAN
Affiliation: You require 1 less success to learn Kaguya The Myugan Monk Order is a small clan in the
Hijutsu techniques. northern regions of the Fire Country. They are an
Reputation Bonus Increase: +1 exclusive bunch who tends to live isolated lives in their
own small village. Although they are generally pacifists,
they have an amazing grasp of Taijutsu and Chakra
KUIARASU CLAN Control which they harness through an ancient style of
The members of this ancient clan are owners of the martial art known as Dao Shi.
sacred burial places from the Hidden Sealed Hills Prerequisite: Age +8
Village, and because of this and other secret Skills: Select any two skills from the following list as
arrangements made with the High Council rulers, they permanent class skills. If a skill the character selects is
are said to have great amounts of resources and relics already a class skill, he receives a +1 competence bonus
stored in their hideouts. Besides that, the clan members on checks using that skill: Balance, Bluff, Concentration,
from Kuiarasu clan seem to have little contact with the Chakra Control, Escape Artist, Knowledge (Ninja
rest of the village, always in the shadows, taking distance Lore/Earth & Life Science), Listen, Spot, Survival,
from the political affairs of the village, apparently. Taijutsu, Tumble.
Prerequisite: Age +8. Bonus Feat: Select one of the following: Advanced
Skills: Select any two skills from the following list as Bloodline (Shitatchi), Combat Martial Arts, Genius
permanent class skills. If a skill the character selects is Ninja, Taijutsu Adept.
already a class skill, he receives a +1 competence bonus Affiliation: You gain a +1 bonus and require 1 less
on checks using that skill: Bluff, Chakra Control, success to learn Myugan Hijutsu techniques.
Concentration, Craft (Chemical, Calligraphy), Wealth Bonus: +1
Diplomacy, Hide, Intimidate, Knowledge (Ninja lore, Reputation Bonus: +1
the Underworld), Move silently, Ninjutsu, Taijutsu,
Treat Injury.
Bonus Feat: Select one of the following: Advanced NARA CLAN
Bloodline (Kuiarasu Clan Bloodline, Soul Eater), Genin, The Nara clan is a product of the Fire Country, namely
Genius Nin, Improved Chakra Pool, Iron Will, Medical Konohagakure. They are a small clan of incredibly
Expert, Will over Flesh. intelligent people who are often regarded as the most
Wealth Bonus: +2. tactical sort in the village. Many of the Nara clansmen
Reputation Bonus: +1 become tactical advisors or squad leaders due to their
innate planning abilities. Many of them also possess the
ability to manipulate shadows, most notably Shikamaru
KURUKAN CLAN Nara and his father, Shikaku.
As warriors of legend, the Kurukan have mastered Prerequisite: Age 8+
Taijutsu in all its forms, but have also several feared Skills: Select any three skills from the following list as
Ninjutsu in their asset. permanent class skills. If a skill the character selects is
Prerequisite: Age 8+ already a class skill, he receives a +1 competence bonus
Skills: Select any two skills from the following list as on checks using that skill: Bluff, Chakra Control,
permanent class skills. If a skill the character selects is Concentration, Craft (Chemical, Writing), Decipher
already a class skill, he receives a +1 competence bonus Script, Disable Device, Escape Artist, Gather
on checks using that skill: Chakra Control, Intimidate, Information, Genjutsu, Hide, Investigate, Jump,
Ninjutsu, Survival, Taijutsu. Knowledge (Behavioral Science, Earth & Life Science,
Feat: Select one of the following: Advanced Bloodline Ninja Lore, Tactics), Listen, Move Silently, Ninjutsu,
(Kurugan), Armor Proficiency (light, medium), Archaic Research, Search and Spot.
Weapons Proficiency, Combat Martial Arts, Genin, Nin Bonus Feat: Select one of the following: Advanced
Weapons Proficiency, Taijutsu Adept. Study, Alertness, Attentive, Blind-Fight, Combat
Affiliation: You require 1 less success to learn Kurukan Expertise, Combat Tactics, Dead Aim, Deceptive,
Hijutsu techniques. Defensive Martial Arts, Dodge, Educated, Genius Ninja,
Wealth Bonus Increase: +1. Genjutsu Adept, Improved Initiative, Insightful
Reputation Bonus Increase: +2 Reflexes, Ninjutsu Adept, Nin Weapon Proficiency,
Point Blank Shot, Precise Shot, Stealthy, Talented Affiliation: You require 1 less success to learn Seishin
Shinobi, Technique Focus. Hijutsu techniques.
Affiliation: You require 1 less success to learn Shadow Wealth Bonus Increase: +1
Ninjutsu techniques. Reputation Bonus Increase: +1
Wealth Bonus: +1
Reputation Bonus: +1
Special: The following feats always figure in the Nara’s SENJU CLAN
list of bonus feats: Shadow Arts. Revered as one of the strongest known clans in the
ninja world, the Senju clan has dominated early ninja
history. They are renowned for their incredible strength
SARUTOBI CLAN and fortitude. History says they descended from the
The Sarutobi clan is one of the most renowned clans younger of the two sons of the Sage of Six Paths, and
in the ninja world. They have produced many strong they possessed the “body” of the Sage.
shinobi, most notably the Third Hokage of Prerequisite: Age 8+
Konohagakure, Hiruzen Sarutobi. They do not possess a Skills: Select any three skills from the following list as
specific bloodline like some clans, and yet they are still permanent class skills. If a skill the character selects is
a group that could compare with the strongest of ninja already a class skill, he receives a +1 competence bonus
clans. on checks using that skill: Balance, Climb,
Prerequisite: Age 8+ Concentration, Chakra Control, Diplomacy, Hide, Jump,
Skills: Select any three skills from the following list as Knowledge (Nin Lore), Move Silently, Ninjutsu, Spot,
permanent class skills. If a skill the character selects is Swim, Survival, Taijutsu.
already a class skill, he receives a +1 competence bonus Bonus Feat: Select one of the following: Armor
on checks using that skill: Balance, Concentration, Proficiency (Light, Medium, Heavy), Brawl, Chakra
Chakra Control, Escape Artist, Hide, Jump, Knowledge Restoration, Combat Martial Arts, Defensive Martial
(Ninja Lore), Listen, Move Silently, Ninjutsu, Sleight of Arts, Genin, Genius Nin, Greater Fortitude, Ninjutsu
Hand, Spot, Taijutsu, Tumble. Adept, Taijutsu Adept, Training.
Bonus Feat: Select one of the following: Acrobatic, Affiliation: You are required 1 less success to learn
Advanced Study, Archaic Weapons Proficiency, Training techniques.
Athletic, Combat Martial Arts, Defensive Martial Arts, Wealth Bonus: +1
Dodge, Genin, Genius Ninja, Mobility, Nin Weapon Reputation Bonus: +2
Proficiency, Ninjutsu Adept, and Taijutsu Adept.
Affiliation: You require 1 less success to learn Konoha
specific techniques. UZUMAKI CLAN
Wealth Bonus: +1 The Uzumaki clan was once a very prominent clan in
Reputation Bonus: +2 Uzushiokagure. They are renowned for their talents in
fuinjutsu, or sealing arts. They are also known to have a
long lifespan and an incredible life force. However, it is
SEISHIN CLAN rare to see an Uzumaki today, for their clan was almost
Prerequisite: Age 8+ entirely destroyed in the Third Shinobi War.
Skills: Select any two skills from the following list as Prerequisite: Age 8+
permanent class skills. If a skill the character selects is Skills: Select any three skills from the following list as
already a class skill, she receives a +1 competence bonus permanent class skills. If a skill the character selects is
on checks using that skill: Bluff, Chakra Control, Craft already a class skill, he receives a +1 competence bonus
(calligraphy), Concentration, Decipher Script, on checks using that skill: Balance, Chakra Control,
Diplomacy, Gamble, Gather Information, Genjutsu, Concentration, Craft (calligraphy), Fuinjutsu,
Intimidate, Investigate, Listen, Sleight of Hand, Spot Knowledge (Ninja Lore), Ninjutsu, Sense Motive, Spot,
Feat: Select one of the following = Taijutsu, Treat Injury, Tumble.
Advanced Bloodline (Seishintoku), Educated, Force of Bonus Feat: Select one of the following: Advanced
Personality, Genjutsu Adept, Genjutsu Technique Focus Study, Chakra Restoration, Fuinjutsu Adept, Genin,
(Phantasm, Doujutsu or Mind-Affecting), Skilled, Will Genius Nin, Improved Chakra Pool, Sealweaver, Skilled,
over Flesh Talented Shinobi.
Affiliation: You are required 1 less success to learn Bonus Feat: Select one of the following: Advanced
Fuinjutsu techniques. Bloodline (Yomi no Koujin), Chakra Affinity, Chakra
Wealth Bonus: +1 Restoration, Genin, Harmony, Will over Flesh.
Reputation Bonus: +2 Wealth Bonus: +1.
Reputation Bonus: +1.

YAMANAKA CLAN
The Yamanaka clan is a product of the Fire Country, YUKI CLAN
namely Konohagakure. They are a small clan of A clan most commonly found in the freezing northern
incredibly skilled people who are known as some of the parts of the world, many of the clan members migrated
best interrogators in the village. Many of the Yamanaka southward to the Land of Water. Their skills in
clansmen become interrogators due to their hijutsu, controlling ice are fierce to behold and deadly to
which allows them to enter the minds of others and experience.
control them or peer into their thoughts. Prerequisite: Age +8.
Prerequisite: Age 8+ Skills: Select any two skills from the following list as
Skills: Select any three skills from the following list as permanent class skills. If a skill the character selects is
permanent class skills. If a skill the character selects is already a class skill, he receives a +1 competence bonus
already a class skill, he receives a +1 competence bonus on checks using that skill: Chakra Control, Hide,
on checks using that skill: Bluff, Concentration, Chakra Intimidate, Knowledge (Ninja lore), Move Silently,
Control, Craft (Writing), Disguise, Escape Artist, Ninjutsu, Survival, and Taijutsu.
Genjutsu, Hide, Investigate, Knowledge (Behavioral Bonus Feat: Select one of the following: Advanced
Science, Ninja Lore), Listen, Move Silently, Ninjutsu, Bloodline (Hyouma), Chakra Affinity, Chakra
Research, Search, Sense Motive, Sleight of Hand, and Restoration, Elemental Specialization, Genin, Genius
Spot. Ninja, Hand Seals Proficiency, Harmony, and Ninjutsu
Bonus Feat: Select one of the following: Advanced Adept.
Study, Alertness, Attentive, Chakra Affinity, Combat Wealth Bonus: +1.
Tactics, Deceptive, Genius Ninja, Genjutsu Adept, Reputation Bonus: +1.
Harmony, Improved Initiative, Iron Will, Nimble,
Ninjutsu Adept, Nin Weapon Proficiency, Point Blank
Shot, and Technique Focus.
Affiliation: You require 1 less success to learn SAMURAI CLAN OCCUPATIONS
Yamanaka Hijutsu techniques.
The clans presented here are different from the normal
Wealth Bonus: +1
clans you’ll encounter their inspiration came from the
Reputation Bonus: +1
Oriental Adventures handbook for the 3.X setting. These
clans all have a special bonus when taking up the
YOMI NO KOUJIN CLAN Samurai advanced class which alters that class slightly to
represent each clan’s beliefs and styles, I hope you enjoy
The Yomi no Koujin bloodline is from Hidden Sealed
them.
Hills, a gray and gloomy place lost somewhere between
Earth and Wind Countries. This village is known to be CRAB CLAN
the place where the underworld (or Yomi the realm of
The samurai of the Crab clan boast the greatest
death) is connected to our world by a long-time-ago
defense, emphasizing heavy armor, great strength, and
sealed gateway. One of the greatest clans in this village
unusual weapons. Theirs is a grim existence, and the
developed centuries ago, a way to partially enter the
Crabs see little time in life for the courtly activities so
underworld, they are known as the Ghost Clan.
enjoyed by other samurai—arts, diplomacy, etiquette,
Prerequisite: Age +8.
and the like. The other clans view the Crabs as crude,
Skills: Select any two skills from the following list as
unwashed brutes, and that stereotype is often close to
permanent class skills. If a skill the character selects is
the truth.
already a class skill, he receives a +1 competence bonus
Prerequisite: Age 8+
on checks using that skill: Chakra Control, Genjutsu,
Skills: Select any three skills from the following list as
Hide, Intimidate, Knowledge (Ninja lore), Move
permanent class skills. If a skill the character selects is
Silently, Ninjutsu, Survival.
already a class skill, he receives a +1 competence bonus DRAGON CLAN
on checks using that skill: Chakra Control, Climb, The Dragon is the most enigmatic and secretive of the
Iaijutsu Focus, Intimidate, Jump, Knowledge (Tactics), Great Clans. For a thousand years, Dragons have lived in
Listen, Search, Spot, Swim, and Taijutsu. virtual seclusion in the high mountains. They are best
Bonus Feat: Select one of the following: Armor known for two things: the mysterious Ise Zumi order of
Proficiency (Heavy), Dodge (Mobility, Spring Attack), tattooed monks, and the unusual fighting style of the
Endurance, Power Attack (Cleave, Improved Bull Rush, Mirumoto school, which teaches the use of the katana in
Sunder, Great Cleave), Run, Weapon Focus (battleaxe, one hand and the wakizashi in the other. The Ise Zumi
greatclub, katana, or warhammer). in particular, but all Dragons at times, are known for
Affiliation: If a Crab Clan member takes levels in protracted silence, evading direct questions, and
Samurai his Hit Dice are D12s instead of D10s. All skills speaking in riddles.
listed above become part of his Class Skills for Samurai Prerequisite: Age 8+
levels. His Reflex and Will saves become Poor from Skills: Select any three skills from the following list as
Average. All feats listed above become feats he may permanent class skills. If a skill the character selects is
select from the Bonus Feats granted by the Samurai class. already a class skill, he receives a +1 competence bonus
Wealth Bonus: +1 on checks using that skill: Chakra Control, Climb,
Reputation Bonus: +1 Diplomacy, Iaijutsu Focus, Intimidate, Jump, Knowledge
(Tactics), Listen, Search, Sense Motive, Spot, Swim, and
Taijutsu.
CRANE CLAN Bonus Feat: Select one of the following: Exotic
The Crane Clan are the masters of the political Weapon Proficiency (katana), Improved Grapple
intrigue—until very recently, the undisputed masters (Choke Hold), Improved Unarmed Strike (Defensive
(the Scorpions now challenge that claim). They hold Throw, Deflect Arrows, Grappling Block, Great Throw,
favors in store from nearly every family of every clan, Stunning Fist), Power Attack (Cleave), Weapon Focus
and know how to call in favors at the right time and (katana).
circumstance. The members of the Crane clan are noble Affiliation: If a Dragon Clan member takes levels in
in every sense of the word, refined, cultured, civilized, Samurai his skills listed above become part of his Class
and graceful. Skills for Samurai levels. His Fortitude save becomes
Prerequisite: Age 8+ Average, while his Will save becomes Good. All feats
Skills: Select any three skills from the following list as listed above become feats he may select from the Bonus
permanent class skills. If a skill the character selects is Feats granted by the Samurai class. While wielding both
already a class skill, he receives a +1 competence bonus a katana and wakizashi in their hands a Dragon Samurai
on checks using that skill: Balance, Bluff, Chakra suffers no penalties to his attack bonus if he has Two
Control, Climb, Diplomacy, Iaijutsu Focus, Knowledge Weapon Fighting and both weapons are properly sized
(Tactics), Listen, Search, Sense Motive, Spot, Swim, for a normal creature of his size.
Taijutsu, and Tumble. Wealth Bonus: +1
Bonus Feat: Select one of the following: Dodge Reputation Bonus: +1
(Mobility, Spring Attack), Expertise (Improved Disarm,
Improved Trip, Whirlwind Attack), Improved Initiative,
Quick Draw, Skill Focus (Iaijutsu Focus), Toughness, LION CLAN
Weapon Focus (katana). More than any other clan, the Lion clan embodies the
Affiliation: If a Crane Clan member takes levels in warrior ideal of bushido—the way of the warrior, the
Samurai his Hit Dice becomes D8s instead of D10s. All virtues and morals of the samurai. The samurai of the
skills listed above become part of his Class Skills for Lion are the paragons of warrior virtue.
Samurai levels as well as his Class Skills per level Prerequisite: Age 8+
becomes 5 + Int Modifier. His Fortitude save becomes Skills: Select any three skills from the following list as
Poor, while his Reflex save becomes Good. All feats permanent class skills. If a skill the character selects is
listed above become feats he may select from the Bonus already a class skill, he receives a +1 competence bonus
Feats granted by the Samurai class. on checks using that skill: Chakra Control, Climb,
Wealth Bonus: +1 Diplomacy, Iaijutsu Focus, Intimidate, Jump, Knowledge
Reputation Bonus: +1 (Tactics), Listen, Search, Spot, Swim, and Taijutsu.
Bonus Feat: Select one of the following: Endurance, enemy with the blunt side of the weapon, albeit a -4
Expertise (Improved Disarm, Improved Trip, penalty and at a 5 feet range. This attack deals 1d6
Whirlwind Attack), Improved Initiative, Iron Will, Ki bludgeoning damage, plus his strength modifier.
Shout (Great Ki Shout), Remain Conscious, Toughness, Weapon enhancements and special weapon abilities do
Weapon Focus (katana). not apply to this attack.
Affiliation: If a Lion Clan member takes levels in Wealth Bonus: +1
Samurai his skills listed above become part of his Class Reputation Bonus: +1
Skills for Samurai levels. His Reflex save becomes Poor,
while his Will save becomes Good. All feats listed above
become feats he may select from the Bonus Feats granted PHOENIX CLAN
by the Samurai class. While wielding either their katana The Phoenix are the most pious clan and enjoy many
or wakizashi a Lion Samurai may use the Pounce ability. blessings they feel are derived from their spiritual
Pounce (Ex): When making a charge, the character outlook and attunement to their ways is as complete as
can follow with a full attack. mortal minds can attain.
Wealth Bonus: +1 Prerequisite: Age 8+
Reputation Bonus: +1 Skills: Select any three skills from the following list as
permanent class skills. If a skill the character selects is
already a class skill, he receives a +1 competence bonus
MANTIS CLAN on checks using that skill: Chakra Control, Climb,
The youngest of age of all the Great Clans, their Iaijutsu Focus, Knowledge (Tactics), Listen, Search, Spot,
specialization of the spear and blade are renowned for Swim, and Taijutsu.
being agile and incredible subtle, while still maintaining Bonus Feat: Select one of the following: Alertness,
a great deal of power behind their attacks. Outside of the Blind-Fight, Combat Reflexes, Combat Expertise
battle field they are known to be quick witted and (Improved Disarm, Improved Trip, Whirlwind Attack),
frequently expected to join in a debate with harsh Great Fortitude, Improved Initiative, Iron Will, Quick
reminding words to others that everyone should remain Draw, Weapon Focus (katana).
humble. Affiliation: If a Phoenix Clan member takes levels in
Prerequisite: Age 8+ Samurai his skills listed above become part of his Class
Skills: Select any three skills from the following list as Skills for Samurai levels. His Fortitude save becomes
permanent class skills. If a skill the character selects is Average, while his Reflex save becomes Good, and his
already a class skill, he receives a +1 competence bonus Will save becomes Good. All feats listed above become
on checks using that skill: Balance, Chakra Control, feats he may select from the Bonus Feats granted by the
Climb, Iaijutsu Focus, Jump, Knowledge (Tactics), Samurai class.
Listen, Search, Spot, Swim, Taijutsu, and Tumble. Wealth Bonus: +1
Bonus Feat: Select one of the following: Alertness, Reputation Bonus: +1
Combat Expertise, (Improved Trick, Whirlwind Attack),
Dodge (Mobility, Spring Attack), Improved Initiative,
Power Attack (Cleave, Great Cleave), Quick Draw, SCORPION CLAN
Weapon Focus (katana, kodachi, any polearm, Behind their ever-present masks, the members of the
wakizashi) Scorpion clan fill a distasteful but necessary role within
Affiliation: If a Mantis Clan member takes levels in the samurai clans. They are the keepers of secrets,
Samurai his skills listed above become part of his Class walkers in shadows, assassins and spies. They care little
Skills for Samurai levels as well as his Class Skills. His for honor, but hold up loyalty as the pre-eminent virtue
Fortitude save becomes Average, his Reflex save of the clan: loyalty to the clan—loyalty that makes a
becomes Good and his Will becomes Poor. All feats Scorpion willing to suffer death or dishonor, to pay any
listed above become feats he may select from the Bonus cost. Scorpions are usually seen as villains, often even as
Feats granted by the Samurai class. The Mantis who traitors—but from the Scorpion point of view, their
takes wields a spear gains the ability to use the Swing worst deeds have all stemmed from their sense of
Around ability. loyalty.
Swing Around (Ex): On any unsuccessful attack with a Prerequisite: Age 8+
polearm *except on a charge, a Mantis may make a Skills: Select any three skills from the following list as
second attack, swinging the polearm around to hit his permanent class skills. If a skill the character selects is
already a class skill, he receives a +1 competence bonus STANDARD OCCUPATIONS
on checks using that skill: Balance, Bluff, Chakra
Control, Climb, Gather Information, Iaijutsu Focus, These are what you can think of as generic class
Intimidate, Knowledge (Tactics), Listen, Search, Sense occupations for specific things. They add a bit of roleplay
Motive, Spot, Swim, and Taijutsu. value personally and with time I believe I’ll come up
Bonus Feat: Select one of the following: Blind Fight, with more or take suggestions from people. I found these
Dodge (Mobility, Spring Attack), Combat Expertise on the forum but after being so long I forget where I saw
(Improved Disarm, Improved Trip, Whirlwind Attack), them precisely I just know that like all things used on
Improved Initiative, Prone Attack, Quick Draw, here made by anyone else they’re on the credits page.
Weapon Focus (katana or wakizashi).
Affiliation: If a Scorpion Clan member takes levels in
KIRIGAKURE SWORDSMAN
Samurai his skills listed above become part of his Class Being a shinobi from the Hidden Mist, your village has
Skills for Samurai levels and his Skill Points becomes 5 + a long tradition of powerful swordsman. Taking this
Int Modifier. His Fortitude becomes Average, while his occupation means that you were trained as a swordsman
Reflex save becomes Good, and his Will save becomes either by a mentor or even by one of the seven legendary
Poor. All feats listed above become feats he may select swordsmen from Mist.
from the Bonus Feats granted by the Samurai class. Prerequisite: Age 10+
Wealth Bonus: +1 Skills: Select any three skills from the following list as
Reputation Bonus: +1 permanent class skills. If a skill the character selects is
already a class skill, he receives a +1 competence bonus
on checks using that skill: Balance, Climb, Chakra
UNICORN CLAN Control, Concentration, Craft (Mechanical), Escape
The ancestors of the Unicorn wandered the lands Artist, Gather Information, Hide, Intimidate, Jump,
learning from the others and creating a culture uniquely Knowledge (ninja lore), Listen, Move Silently, Ninjutsu,
their own, synthesizing elements of other cultures with Search, Swim, Sleight of Hand, Spot, Survival, Taijutsu,
their native heritage. In the years since they have left and Tumble.
their mark on history as the best cavalry, with a Bonus Feat: Select one of the following: Archaic
powerful commitment to diplomacy and justice. Weapon Proficiency, Armor Proficiency, Combat
Prerequisite: Age 8+ Expertise, Genin, Genjutsu Adept, Monkey Grip, Nin
Skills: Select any three skills from the following list as Weapons Proficiency, Ninjutsu Adept, Power Attack
permanent class skills. If a skill the character selects is and Taijutsu Adept.
already a class skill, he receives a +1 competence bonus Reputation Bonus: +2
on checks using that skill: Chakra Control, Climb,
Diplomacy, Handle Animal, Iaijutsu Focus, Knowledge
SUNAGAKURE PUPPETEER
(Tactics), Listen, Ride, Search, Sense Motive, Spot, You have trained since your early days to master the
Swim, and Taijutsu. art of puppetry, created by the first puppeteer in
Bonus Feat: Select one of the following: Alertness, Sunagakure's history, Chikamatsu Monzaemon. Because
Mounted Combat (Mounted Archery, Trample, of that, your skills are naturally directed to the
Ride-By Attack, Spirited Charge), Point Blank Shot puppeteer path.
(Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Prerequisite: Age 10+
Weapon Focus (spear, lance, bow, or katana). Skills: Select any three skills from the following list as
Affiliation: If a Unicorn Clan member takes levels in permanent class skills. If a skill the character selects is
Samurai his skills listed above become part of his Class already a class skill, he receives a +1 competence bonus
Skills for Samurai levels. His Reflex save becomes Good, on checks using that skill: Balance, Climb, Chakra
and his Will save becomes Good. All feats listed above Control, Concentration, Craft (Mechanical, Chemical),
become feats he may select from the Bonus Feats granted Hide, Jump, Knowledge (ninja lore), Listen, Move
by the Samurai class. Silently, Ninjutsu, Repair, Search, Sleight of Hand, Spot,
Wealth Bonus: +1 Survival.
Reputation Bonus: +1 Bonus Feat: Select one of the following: Craft Poison,
Craft Puppets, Genin, Nin Weapons Proficiency,
Ninjutsu Adept, Resist Poisons, Skilled.
Techniques: Select one of the following techniques as
bonus technique the character can learn requiring only
half the usual time and gain a +2 competence bonus to
perform: Kairai Engeki: Shichihenge or Chakra no Ito.

WANDERING NINJA
You don't belong to any ninja village, even having
shinobi skills as keen as any shinobi from the major
villages. You probably live as a wandering mercenary.
Prerequisite: Age 10+.
Skills: Select any three skills from the following list as
permanent class skills. If a skill the character selects is
already a class skill, he receives a +1 competence bonus
on checks using that skill: Balance, Bluff, Climb, Chakra
Control, Concentration, Genjutsu, Hide, Intimidate,
Jump, Knowledge (ninja lore), Listen, Move
Silently, Ninjutsu, Profession, Repair, Search, Sleight of
Hand, Spot, Survival, Taijutsu, Tumble.
Bonus Feat: Select one of the following: Advanced
Bloodline, Combat Martial Arts, Dodge, Genjutsu Adept,
Genin, Genius Ninja, Nin Weapons Proficiency,
Ninjutsu Adept, Point Blank Shot, Taijutsu Adept.
Wealth Bonus: +1
CHAPTER 4: SKILLS
CRAFT (COOKING) cooking skill. You may cook any number of meals you
wish, though.
Cooks of the world unite! Now your useless flavor In general, the formula is DC 20 + (5 x spell level)
ability has an actual impact! Cooking takes an hour of (cantrips are just 20), and typically with a caster level
work and can feed up to eight people if given enough equal to half of your total level, to not outdo actual
materials. Eating the food can take 30 minutes to an hour magic. For example, a Cure Light Wounds effect would
itself, and range from mere flavor to having an actual likely be DC 25. Appropriate material components in the
effect. form of ingredients should always be provided.

TABLE 4-1: COOKING RESULTS


Goodberry
Cooking skill creates… DC
By gathering a handful of freshly picked berries and
A basic meal 10 preparing them properly you create 2d4 goodberries.
A delicious meal, +2 social skill 20 You (as well as any other cook who can succeed in this
checks involving food check) can immediately discern which berries are
Rare dishes made from monsters Varies affected. Each berry provides nourishment as if it were a
Identify ingested poison or disease Equal to normal meal for a Medium creature. The berry also cures
swallowed. Poison/Disease 1 point of damage when eaten, subject to a maximum of
DC 8 points of such curing in any 24-hour period.
As Doku Hakken no Jutsu in food Equal to Poison
without tasting a potent amount DC + 10 Heroes’ Feast
Detect Disease in food without Equal to Disease You cook a feast fit for the gods. The feast takes 1 hour
tasting a potent amount DC + 10 to consume, and the beneficial effects do not set in until
Reflavor food (cosmetic) 15 this hour is over. The feast supplies a number of
creatures equal to the cook’s character level. Every
Reflavor food to hide taste of poison Equal to Poison
DC creature partaking of the feast is cured of all diseases,
sickness, and nausea; becomes immune to poison for 12
RARE DISHES MADE FROM MONSTERS hours; and gains 1d8 temporary hit points +1 point per
two character levels (maximum +10) after imbibing the
Rare dishes can be crafted from the monsters you
nectar-like beverage that is part of the feast. The
defeat, with a base DC of 20. Depending on the monster
ambrosial food that is consumed grants each creature
(DM fiat) certain may be more or less difficult to prepare.
that partakes a +1 morale bonus on attack rolls and Will
However, such rare dishes can fetch high prices or grant
saves and immunity to fear effects for 12 hours.
circumstance bonuses to various cooking related tasks.
Rare dishes are also generally the means of using ENDURANCE (CON)
Advanced Cooking (see below).

TABLE 4-2: COOKING RESULTS


Armor Check Penalty
Task DC You can push yourself beyond your normal physical
Advanced Cooking Varies limits.
Goodberry 25 Force March: Each hour of walking after 8 hours
Heroes’ Feast 80 requires you to attempt a DC 10 Endurance check (+2
per hour after the first). If you fail, you become fatigued.
ADVANCED COOKING You can only remove this persistent condition by resting
for 8 hours.
Certain recipes such as that for Displacer Steak
possesses advanced cooking methods which mimic
Hold Breath: You can hold your breath for a number
spells. You may only benefit from these cooking based
of rounds equal to your Constitution score. After this
spell effects a number of times per day equal to 1, plus 1
period of time, you must succeed on a DC 10 Endurance
for every 2 skill ranks spent by the cook in his craft:
check in order to continue holding your breath. The DC
increases by +2 per additional round. If you fail, you cumulative penalty to your Swim checks. You can only
must breathe or you begin to drown. If you still fail to remove this persistent condition by resting (not
breathe you fall unconscious. If you are still unable to swimming or treading water) for the same length of time
breathe on your next turn after falling unconscious, you that you were swimming. Each consecutive hour of
die. swimming increases the DC by +2. If you are only
treading water, reduce the DC by 5.
Ignore Hunger: You can go without food for a number
of days equal to your Constitution modifier (minimum 1 IAIJUTSU FOCUS (CHA)
day). After this time, you must succeed on an Endurance
Trained Only
check each day or become fatigued. You can only
Armor Check Penalty
remove this persistent condition by eating a nutritious
Use this skill to gather your personal energy (ki) in an
meal. The DC is 10 on the first day and increases by +2
iaijutsu duel.
each day thereafter.
Classes: These classes receive Iaijutsu Focus as a skill
Ignore Thirst: You can go without water for a number they may take ranks in; Charismatic Hero, Dedicated
of hours equal to three times your Constitution score. Hero, Fast Hero, Smart Hero, Strong Hero, Samurai,
After this time, you must succeed on an Endurance Shinobi Swordsman, Sword Savant, and Weaponmaster.
check each hour or become fatigued. You may only Check: If you attack a flat-footed opponent
remove this persistent condition by drinking at least 1 immediately after drawing a melee weapon, you can deal
liter of water; for creatures that are not Medium size, extra damage, based on the result of an Iaijutsu Focus
multiply the water required by 10 for every size category check which is not multiplied on critical hits. In
above Medium or divide it by 10 for every size category addition, if you and your opponent both agree to
below Medium. The DC is 10 on the first day and participate in a formal iaijutsu duel, your Iaijutsu Focus
increases by +2 each day thereafter. check replaces your initiative check for the ensuing
combat. In an iaijutsu duel, you and your opponent make
Run: You can run as a full-round action. When you opposed Iaijutsu Focus checks, and the winner
run, you can move up to four times your speed in a accumulates extra damage dice according to the
straight line (or three times your speed in a straight line accompanying table. You can also use Iaijutsu Focus in
if you are wearing heavy armor or carrying a heavy preparation for striking an inanimate object, assuming
load). You lose any Dexterity bonus to your Reflex no distractions. This is the technique martial artists use
Defense while you're running, since you can't actively to shatter objects.
avoid attacks. You can run for a number of rounds equal
TABLE 4-3: EXTRA DICE
to your Constitution score without any trouble. If you
want to continue running after that, you must succeed Check Result Extra Damage
on a DC 10 Endurance check. You must check again each 10-14 + 1d6
round in which you 15-19 + 2d6
continue to run, and the DC of the Endurance check 20-24 + 3d6
increases by 1 for each previous check you made. When 25-29 + 4d6
you fail a check, you become fatigued. You can only
30-34 + 5d6
remove this persistent condition by resting for the same
35-39 + 6d6
length of time that you were running. During this rest
period, you can only move your speed. 40-44 + 7d6
45-49 + 8d6
Sleep in Armor: You can sleep while wearing armor by 50+ + 9d6 (max)
succeeding at an Endurance check (DC 10 for light
armor, DC 15 for medium armor, and DC 20 for heavy Iaijutsu Duels
armor). If you fail, you don't sleep and are fatigued. You Samurai believe the greatest honor and the truest
can only remove this persistent condition by sleeping for expression of their training is their expertise with the
8 hours. katana. The pinnacle of this armed martial art is the
iaijutsu (“fast-draw”) duel: a dramatic face-to-face
Swim/Tread Water: Each hour that you swim, you confrontation in which each samurai focuses his ki, then
must succeed on a DC 15 Endurance check or suffer a -1
attempts to strike his opponent while drawing his blade Check Information Gleaned
in a single, smooth motion. The process of conducting an Result
iaijutsu duel is highly formalized. Since iaijutsu duels are 15 or Opponent’s character level
often fatal to one or even both duelists, they are never higher
provoked by minor insults or passing arguments. When 20 or Opponent’s ranks in Iaijutsu Focus
a samurai has been deeply wronged and decides to higher
challenge his enemy to an iaijutsu duel, he must first get 25 or Opponent’s total attack and damage with
his lord’s permission to issue the challenge. Since his life higher their primary weapon
and body belong to his lord, the lord must consent to a
duel that could mean the loss of this property. If his lord Focus: Both duellists make an Iaijutsu Focus check. If
agrees, the samurai seeks out his enemy and formally you do not have ranks in the Iaijutsu Focus skill, you can
requests a duel, stating the reason for the challenge and attempt to use the skill untrained by making a Charisma
precisely naming the terms of victory. If the second check (and you shouldn’t be in an iaijutsu duel).
samurai is willing to fight the duel, he must ask his lord’s
permission to accept. The challenged samurai may Strike: After both duellists attempt Iaijutsu Focus
himself refuse to accept the duel, though this is not a checks, they draw their katanas and strike. The result of
particularly honorable course of action. His lord may the skill check replaces each character’s normal
refuse permission, or may name another samurai to initiative roll unless the character’s normal initiative
accept the duel in place of the challenged samurai. modifier (Dexterity modifier plus feat bonuses) is better
Assuming permission is granted, the challenged samurai than his Iaijutsu Focus check modifier (ranks in Iaijutsu
has the right to name the place where the duel will occur Focus plus Charisma modifier), in which case he makes
(always a public place, with witnesses from both sides), a normal initiative check. The first round of an iaijutsu
as well as the time (no more than one year in the future). duel’s strike phase is essentially a surprise round: Each
If circumstances prevent one samurai from appearing at combatant can take only a partial action (usually a single
the appointed time for the duel, his lord may name a attack) in addition to drawing the weapon (a free action,
samurai to fight in his place. Once this formal process assuming each duellist has the Quick Draw feat). With a
has been followed, the actual duel can occur. An iaijutsu successful hit, a duellist deals the bonus damage
duel has three phases: stance, focus, and strike. During achieved through his Iaijutsu Focus check in addition to
the stance, the duellists face each other and study each normal (or critical) weapon damage. The initiative
other’s stance to assess their opponent’s skill. During the winner strikes first, naturally. The initiative loser, if he
focus, the samurai gather their energies and prepare for survives, must attack on his action as well—he cannot
the strike. During the strike, one samurai draws first and hold back the ki he has focused. Note that since the loser
the other loses the duel. In order to participate is not attacking a flat-footed foe, he does not get the
meaningfully in an iaijutsu duel, both samurai must have opportunity to strike with his bonus damage dice from
the Quick Draw feat. Spending a move equivalent action Iaijutsu Focus. If the initiative check is a tie, the attacks
to draw a katana in the strike phase of a duel would actually occur simultaneously, with both samurai
almost certainly be fatal. Specialized duellists master the considered to be flat-footed.
Iaijutsu Focus skill as well. On rare occasions, two samurai have been known to
strike each other down in the same instant in what is
Stance: In the first round of an iaijutsu duel, the two called a karmic strike. After the initial round of the duel,
samurai stand a few steps apart and appraise each other, the two samurai can continue fighting in normal
looking for signs of their opponent’s skill, training, and combat, if both survive. They no longer receive any
reflex in the samurai’s ready posture. Many duels go no bonus damage dice to their attack rolls unless the
further: One samurai concedes victory to the other, circumstances under which Iaijutsu Focus checks may
recognizing a clearly superior opponent. Such duels are be attempted somehow arise again in the course of the
the only bloodless iaijutsu duels. Conceding in this fight (the combat ends and one or the other returns his
manner is not dishonorable. When the duellists assume weapon to its sheath).
their stance, they each make a Sense Motive check. The
check result determines how much information they Example: Hida Tamoro faces the Iaijutsu Master
discern about the other samurai: Kakita Kudako in an iaijutsu duel. Both samurai assume
TABLE 4-4: INFORMATION GLEANED their stance and size each other up. Tamoro rolls an 18
on his Sense Motive check—enough to discern only that Master and adds her Charisma modifier to each bonus
he is 12th level, the same as she is. Without more die. She rolls a miserable 6, adds her attack bonus of +20,
information, the proud warrior is not about to yield. and hits Tamoro with a 26. Her damage is 1d10+5 (her
Kudako rolls a 33, and notes that she is the same level as normal damage with a katana) plus 4d6+8. She rolls 30,
he is, that he has 15 ranks in Iaijutsu Focus, and that his bringing Tamoro down to 71 hit points. Tamoro strikes
total attack and damage is +19/+14/+9 melee (1d10+8, when it’s his turn with his initiative of 24. Since Kudako
katana). Weighing what she has learned, Kudako feels is not flat-footed, Tamoro gets no bonus damage dice. He
confident that she will get the first strike. The duel rolls even more pathetically than Kudako: a 5, plus his
begins, and the samurai begin focusing their ki. Kudako attack bonus of +19 for a 24. His damage is 1d10+8. He
gets a check result of 28 and gets +4d6 to her damage. rolls a 13, bringing Kudako to 69 hit points. If the
Tamoro’s result was only a 24, gaining him +3d6 to his combatants agreed on a duel to first blood, the duel is
damage. Kudako’s initiative becomes 28 and she goes over and Kudako has won. If this is a duel to the death,
first. Kudako strikes, her blade springing from its combat continues as normal, with Kudako holding her
scabbard like lightning toward the man. lead in initiative. After the critical first round, Kudako
Kudako’s damage, assuming she hits, is increased by loses much of her advantage against the opponent.
+4d6, with an additional +8 because she is an Iaijutsu
CHAPTER 5: FEATS

ADVANCED NATURE FEATS techniques but they are also able to learn the new nature
of the two. As well the new element contains a new
Advanced natures are the combination of two chakra descriptor related to its name for purposes of Resistance
natures that result in a new nature, such as Water and Damage Reduction, so that Bakuton (Explosion
(Suiton) and Wind (Fuuton) creating Ice (Hyouton). In Release) has a descriptor of Explosion, just as Hyouton
order to take an Advanced Nature feat, you must possess (Ice Release) has a descriptor of Cold.
one of the two comprising elements as your Nature
Affinity, also these feats may only be taken at 1 st level
though in incredibly rare circumstances a player might BAKUTON
acquire something new, sometimes natures are seen as This advanced nature is also known as Explosion
part of a bloodline but other times can be bestowed from Release.
other sources or simply by happenstance. Prerequisite: Primary elemental affinity Fire or
Features of Advanced Natures Lightning, can only be taken at 1st level.
A character with access to advanced natures are able Benefit: You gain an elemental affinity to Explosion as
to not only learn the two-comprising nature’s ninjutsu well as Fire or Lightning (whichever you didn't select as
your primary elemental affinity). Your Explosion may replace your primary elemental affinity, which is
affinity may replace your primary elemental affinity, then downgraded to a normal affinity. You do not gain a
which is then downgraded to a normal affinity. You do new nature until level 21 via level progression. This
not gain a new nature until level 21 via level progression. release has the descriptor of Wood.
This release has the descriptor of Explosion.

RANTON
FUTTON This advanced nature is also known as Storm Release.
This advanced nature is also known as Boil Release. Prerequisite: Primary elemental affinity Lightning or
Prerequisite: Primary elemental affinity Fire or Water, Water, can only be taken at 1st level.
can only be taken at 1st level. Benefit: You gain an elemental affinity to Storm as
Benefit: You gain an elemental affinity to Boil as well well as Lightning or Water (whichever you didn't select
as Fire or Water (whichever you didn't select as your as your primary elemental affinity). Your Storm affinity
primary elemental affinity). Your Boil affinity may may replace your primary elemental affinity, which is
replace your primary elemental affinity, which is then then downgraded to a normal affinity. You do not gain a
downgraded to a normal affinity. You do not gain a new new nature until level 21 via level progression. This
nature until level 21 via level progression. This release release has the descriptor of Storm.
has the descriptor of Boil.

SHAKUTON
HYOUTON This advanced nature is also known as Scorch Release.
This advanced nature is also known as Ice Release. Prerequisite: Primary elemental affinity Fire or Wind,
Prerequisite: Primary elemental affinity Water or can only be taken at 1st level.
Wind, can only be taken at 1st level. Benefit: You gain an elemental affinity to Scorch as
Benefit: You gain an elemental affinity to Ice as well well as Fire or Wind (whichever you didn't select as your
as Water or Wind (whichever you didn't select as your primary elemental affinity). Your Scorch affinity may
primary elemental affinity). Your Ice affinity may replace your primary elemental affinity, which is then
replace your primary elemental affinity, which is then downgraded to a normal affinity. You do not gain a new
downgraded to a normal affinity. You do not gain a new nature until level 21 via level progression. This release
nature until level 21 via level progression. This release has the descriptor of Scorch.
has the descriptor of Cold.

YOTON
JITON This advanced nature is also known as Lava Release
This advanced nature is also known as Magnet Release. Prerequisite: Primary elemental affinity Earth or Fire,
Prerequisite: Primary elemental affinity Earth or can only be taken at 1st level.
Lightning, can only be taken at 1st level. Benefit: You gain an elemental affinity to Lava as well
Benefit: You gain an elemental affinity to Magnet as as Earth or Fire (whichever you didn't select as your
well as Earth or Lightning (whichever you didn't select primary elemental affinity). Your Lava affinity may
as your primary elemental affinity). Your Magnet replace your primary elemental affinity, which is then
affinity may replace your primary elemental affinity, downgraded to a normal affinity. You do not gain a new
which is then downgraded to a normal affinity. You do nature until level 21 via level progression. This release
not gain a new nature until level 21 via level progression. has the descriptor of Lava.
This release has the descriptor of Magnet.

MOKUTON
This advanced nature is also known as Wood Release.
Prerequisite: Primary elemental affinity Earth or
Water, can only be taken at 1st level.
Benefit: You gain an elemental affinity to Wood as
well as Earth or Water (whichever you didn't select as
your primary elemental affinity). Your Wood affinity
EMPOWERED NATURE FEATS PURAZUMATON
This advanced nature is also known as Plasma Release.
A special group of natures that are the pinnacle of their
Prerequisite: Primary elemental affinity Lightning,
source natures, empowered natures are the raw fury of
can only be taken at 1st level.
their respective element. The five primary elements
Benefit: The character gains access to the Empowered
provide the source of power for empowered natures.
Nature Purazumaton.
Obtaining an Empower Nature
Typically, a character is born with this or is granted it
via a bloodline it possesses and the user either obtains it
KOTON
naturally or must do something to trigger it. There may This advanced nature is also known as Steel Release.
yet be undocumented methods of obtaining these Prerequisite: Primary elemental affinity Earth, can
abilities. GMs are encouraged to experiment and allow only be taken at 1st level.
players to obtain these outside of level 1 to further Benefit: The character gains access to the Empowered
expand growth options. Nature Koton.
Benefits of Empowered Natures
Having an empowered nature grants the user several
advantages over their primary nature. As noted below
NAMITON
each of these now applies to the user’s Empowered This advanced nature is also known as Wave Release.
Nature. The character must pay per instance of using Prerequisite: Primary elemental affinity Water, can
these benefits. only be taken at 1st level.
The user’s techniques that deal damage now deal True Benefit: The character gains access to the Empowered
Damage which mitigates the source nature’s elemental Nature Namiton.
resistance and immunity, for example a Enton (Blaze)
technique would bypass all fire resistance and fire
immunity. The technique's perform requirements
TAITON
increase by 3. The chakra cost is increased by 2 plus 1 This advanced nature is also known as Typhoon
every 3 ranks (round up). Release.
The user’s techniques which deal damage ignore Prerequisite: Primary elemental affinity Wind, can
hardness, unless the technique is used against another only be taken at 1st level.
Empower Nature technique that creates something with Benefit: The character gains access to the Empowered
a hardness value. Then the role of Nature Weakness Nature Taiton.
plays a role, if the user’s nature is strong against the
target’s technique that has hardness it ignores half, if it
is weak, treat the hardness as double, if it is neither the
attack functions normally and hardness subtracts from
the total damage.
Descriptors
The descriptors for Empowered Nature techniques are
as (Enton) [Fire], (Purazumaton) [Lightning], (Koton)
[Earth], (Namiton) [Water], and (Taiton) [Wind].

ENTON
This advanced nature is also known as Blaze Release.
Prerequisite: Primary elemental affinity Fire, can only
be taken at 1st level.
Benefit: The character gains access to the Empowered
Nature Enton.
FEATS dodge's effects to two different targets. You may not
apply the effects of dodge to a single target more than
All feat presented here are drawn from sources all over twice.
the place either custom ones I designed or others that I A target that you have applied dodge to twice is still
found online or have from other sources like D&D 3.5 counted as having only one application for the purposes
that fit with this setting well. Some have been altered of feats and abilities such as Agile Riposte.
and changed to fit the setting while others didn’t need This feat replaces the Improved Dodge feat.
any adjustments. Normal: A character with the Improved Dodge feat
ACTION BOOST may apply the effects of dodge to a single target twice, or
You have the ability to alter your luck drastically in to two different targets separately.
dire circumstances. AGILE RIPOSTE
Benefit: When you spend an action point, you roll d8s You know how to strike when your opponent is most
instead of d6s for the action result. vulnerable.
ADVANCED COMBAT MARTIAL ARTS Prerequisite: Dex 13, Dodge
Prerequisite: Combat Martial Arts, Improved Combat Benefit: Once per round, if the opponent you have
Martial Arts, base attack bonus +8. designated as your dodge target makes a melee attack or
Benefit: When the character scores a critical hit on an melee touch attack against you and misses, you may
opponent with an unarmed strike, the character deals make an attack of opportunity against that opponent.
triple damage. Resolve and apply the effects from both attacks
Normal: An unarmed strike critical hit deals double simultaneously.
damage. Even with Combat Reflexes, Agile Riposte can’t be used
more than once per round. It does not grant more attacks
ACTION POINT RECOVERY of opportunity than the character is normally allowed in
Benefit: At the end of an encounter, you automatically a round.
recover 1 Action Point spent during the encounter. This
feat does not work outside of combat. ALL OR NOTHING
Special: You may select this feat multiple times, its You are willing to sacrifice your own safety, and throw
effects stack. yourself into an all-out, last ditch melee attack.
Prerequisite: base attack bonus +4.
ACTION POINT REGENERATION Benefit: Whenever you make a full attack, you can
Benefit: You now regenerate Action Points at a slow make it an all or nothing attack. You receive an
pace. You regenerate 1 Action Point once a week additional melee strike at your highest base attack bonus.
whenever you fall below your maximum which is the However, you lose one full action on your next initiative
amount of Action Points you gained from the most turn, and suffer a -4 circumstance penalty to Defense
recent level. For example, if your last level you would until you are able to perform another action.
have received 6 + one-half your level and your level was
4, you would have a pool of 8. The maximum is 15 AMBASSADOR
(regardless of how many you have above that from You fight through words rather than deeds,
saving Action Points) and if you spend one and one week considering physical combat to be the last option when
passes by, you may add one more Action Point, up to it comes to reconciling differences.
your maximum. If you level within that week, you do Benefit: You gain a +2 competence bonus to all
not receive that Action Point back as you’ve now gained Diplomacy and Sense Motive checks.
more back. Each level your pool readjusts to the new AMBUSH
proper amount based on the rules above. You know how to set ambushes for greatest effect.
ADVANCED DODGE Prerequisite: base attack bonus +4, Wis 13.
You have become unbelievably skilled at avoiding Benefit: When setting an ambush, you receive a +4
harm in battle. circumstance bonus to your Initiative check, and also in
Prerequisite: Dodge, Improved Dodge, Dex 17 determining awareness to see if the enemy perceives
Benefit: You may apply the effects of the Dodge feat to you. The bonus applies to Hide or Move Silently rolls, or
a number of targets equal to your dexterity modifier +1 whatever the DM deems appropriate to the situation.
(minimum of 2). You may also apply the effects twice
(stacking) to a given target. Doing so counts as applying
ARMOR FOCUS ASSASSIN STRIKE
Trained with one type of armor until you are an Prerequisite: Sneak Attack 1d6, BAB +5, Intimidate 9
expert, even in combat conditions—where it counts the ranks.
most. Benefit: You are exceptionally skilled at delivering
Prerequisite: Armor Proficiency (light or medium). your sneak attack in a manner so flashy, that others are
Benefit: Choose one type of armor that you are forced to fear the chance that they might be next. By
proficient with (battle armor, assault vest, etc.). While spending one action point upon delivering a successful
wearing that type of armor, your speed is reduced by 5 sneak attack, all opponents within 30 ft. who could see
ft. less than usual (a speed penalty of -10 ft. becomes -5 the attack, must make a save versus Demoralize with the
ft., a speed penalty of -5 ft. is negated, etc.). Further, your sneak attack damage added to the DC for 1 round. The
armor check penalty while wearing the chosen type of DC is 10 + Charisma Modifier + Sneak Attack Damage.
armor is reduced to –1. Note: Demoralized characters receive a -1 penalty to
Special: This feat may be taken multiple times. Each attacks rolls, saves and skill checks.
time it is taken, you must specify a new type of armor.
BALLS OF YOUR FEET
ARTERIAL STRIKE Your skill at always being ready has saved you
Your sneak attacks leave wounds that cause massive countless times.
blood loss. Prerequisite: Uncanny Dodge 1.
Prerequisite: base attack bonus +4, sneak attack Benefit: You cannot be caught flat-footed unless the
ability. attacker is 4 levels higher than you, you have lost your
Benefit: If you hit with a sneak attack, you may choose Dexterity modifier, are unconscious or otherwise
to forgo +1d6 of extra sneak attack damage to deliver a immobilized.
wound that won’t stop bleeding. Each wound caused in
BATTLE-SCARRED
this manner saps an extra point of damage per round
You have seen bloodshed in battle—both your
from the victim, until the victim receives the benefit of
enemy’s and your own. You know your limits—and how
a DC 15 Treat Injury check.
to push them. Enemies find it difficult to Intimidate you
Wounds from multiple arterial strikes result in
or scare you with mere physical pain.
cumulative bleeding loss (two successful arterial strikes
Benefit: You get a +2 bonus on all Fortitude saves and
cause an extra 2 points of damage per round until
Sense Motive checks in combat.
healed). You may deliver only one bleeding wound per
successful sneak attack. BLINDSIGHT
You can sense nearby opponents even in total
ASSESSMENT darkness.
You’re trained to size up someone’s combat
Prerequisite: base attack bonus +4, Wis 13, Blind-
capabilities.
Fight.
Benefit: As a move action, choose a target you can
Benefit: When attacking an opponent with an
accurately perceive and make a Sense Motive check
unarmed or melee attack, ignore concealment bonuses
opposed by the target’s Bluff check result. If you succeed,
to your target’s Defense within 10 ft.
the GM tells you the target’s attack and defense bonus
relative to yours (lower, higher, or equal). You don’t BLOODED
know the target’s exact bonus unless it equals your own, You know what it means to fight for your life, and
only a rough estimate of relative ability. In cases or a 5- value quick wits and quicker reactions. Enemies find it
point or greater difference, the GM may choose to tell difficult to catch you off guard.
you the target’s bonus is considerably greater (or less) Benefit: You get a +2 bonus on Initiative and a +2
than your own. If you lose the opposed roll, the GM bonus on all Spot checks.
should over- or under-estimate the target’s bonus. BLOODLINE’S CHOSEN
AUGMENT SUMMONING Prerequisite: Can only be taken at the 1st level,
Prerequisite: Blood Pact Advanced Bloodline.
Benefit: Upon taking this feat you select one Blood Benefits: There is a level that not even a genius can
Pact which you have, each creature you summon from reach and that is being chosen by fate. Upon selecting
that Blood Pact gains a +4 enhancement to Strength and this feat, the potency of the chosen bloodline is
Constitution for the duration of their summoning. decreased by one category. In example, a Major
bloodline becomes an intermediate bloodline for the
sake of determining the number of levels that must be CHAU MURKY
taken to advance the bloodline. You are skilled in the subtle measures used to dispose
of rivals and enemies, and have few qualms against using
BOWL OVER hired killers and assassins.
Prerequisite: Str 15+, Heft, Rout, Windup. Prerequisite: Poison Use.
Benefit: Whenever you deal 10 or more points of Benefit: You gain a +2 competence bonus on Craft
damage to an opponent with a thrown weapon, you may checks to prepare and identify poisons, and a +2
immediately make a trip attack as a free action against competence bonus to Treat Injury checks to treat poison.
that target. When you make a trip attack in this manner, Additionally, if you are ever poisoned because of a
you cannot be tripped in turn. The benefit of this ability botched roll, you may spend an action point to re-roll
does not stack with the benefit of the Improved Trip the failure.
feat.
CLASS PLUS
BUREAUCRATIC FLAIR Your skills in a particular class are unmatched.
You have a talent for divining the workings and Benefit: You gain two talents from an advanced or
intricacies of bureaucracy in all its forms. You are adept prestige class in which you have levels already in. For
at manipulating a bureaucracy’s institutions and example, classes that offer a reoccurring same named
members to your benefit. benefit with different options qualify, such as the
Benefit: You gain a +2 aptitude bonus on all Exarch’s Exarch Arcana or Genjutsu Master’s Genjutsu
Diplomacy checks and a +2 aptitude bonus on all Mastery. You must still qualify for the abilities you select
Knowledge (bureaucracy) checks. as normal in all forms. The restrictions for those classes
CALLING CARD still apply (i.e. if the class says you can only take it once
Prerequisite: Mastery in at least one technique, HD 8 this feat does not remove that limitation. If a feature can
or higher, Technique Focus. be taken twice you may use both uses of this feat to gain
Benefit: This feat confers a few abilities. First, the ninja it twice).
gains a +2 to Reputation. Secondly, the character chooses Special: This does not apply to bloodline classes.
a technique that they have selected with technique focus Talents that grant bonus feat instead of a special ability
and have at least 1 level of mastery in. Once per cannot be selected.
encounter, the character may choose to perform this You may select this feat multiple times.
technique, dealing 2 additional die of damage if it deals
damage and increasing the perform check by 5 and the CULINARY PROWESS
chakra cost by 1, this bonus damage is separate from Prerequisite: Chakra Infusion class skill, at least two
Empower if the technique can be empowered. A Chakra Infusions
technique that doesn’t deal damage has its DC increased Benefit: Gain one extra Chakra Infusion the next time
by 1 and duration increased by 50%. Every time an you would gain a Chakra Infusion.
opponent is defeated with the calling card technique or Special: This is a Ninja Chef bonus feat.
the calling card technique is active (in the case of non-
damaging), the character gains a +1 to reputation. CHAKRA REGENERATION
Your chakra fuels your body’s healing.
CHARISMATIC PLUS Benefit: Your body uses chakra to heal itself. When
Advancements in science coupled with your drive to resting to regain hit points, you may heal double your
excel enable you to progress faster toward becoming a hit points but your chakra pool and chakra reserve
truly charismatic hero. recovers only half (round down) their normal amount.
Benefit: You gain two talents from the Charismatic Normal: You heal your hit points at a rate of character
hero’s talent trees. The talents must be selected from the level + Con modifier per whole night of rest and
following list, you cannot select more than one talent recovery your entire chakra pool with a night’s rest.
from a single talent tree, and you must meet all the Special: If you possess Light Sleeper feat and use it, you
prerequisites of a talent to select it. Favor, Captivate, may recover a normal full night’s rest but only recover
Dazzle, Taunt, Inspiration, Greater Inspiration. one quarter (rounded down) of your chakra pool and
Special: You may select this feat multiple times. Each chakra reserve.
time you select this feat, you must choose a different pair
of talents.
CHAKRA VOID CONCEALED WEAPON
Prerequisite: Energy Resistance Talent, Chakra You are never without a weapon, even if you’ve been
Affinity. searched or patted down by the best.
Benefit: Whenever the character would reduce the Prerequisite: Sleight of Hand 4 ranks.
damage taken from a technique by means of the Energy Benefit: Whenever you are searched, you gain a +10
Resistance ability, they gain an equal amount of competence bonus to your Sleight of Hand checks to
temporary chakra. This temporary chakra lasts until the conceal one small item or weapon (e.g. a knife, or a
end of the next round. wallet).

CHAMPURU DARKSTALKER
Champuru consists of highly unorthodox swordplay Benefit: When you hide, creatures with Blindsense,
and a fighting style based on breakdancing. This form Blindsight, Scent, or Tremorsense must make a Listen
takes bits and pieces from all schools of martial arts and check or a Spot check (whichever DC is higher) to notice
relies on the user to fill up the rest as he fights his you, just as sighted creatures would make Spot checks to
opponents, showing an opponent’s movements that detect you. You cannot hide in plain sight unless you
contradict their expectations. have that ability as a class feature. In addition, you can
Prerequisite: Taijutsu and Tumble 4 ranks. flank creatures that have the all-around vision special
Benefit: You can learn Champuru techniques without quality.
penalties to your learn check. In addition, the character Normal: Creatures with these senses do not need to
is able to trip opponents with any medium weapon and make Spot or Listen checks to notice other creatures
does not provoke attacks of opportunity when tripping within range. Creatures with all-around vision can’t be
while unarmed. flanked.
Normal: A character trying to learn a technique with
DEAD EYE
the Champuru style in it takes a -4 penalty to his Learn
Prerequisite: Dex 13, base attack bonus +1, Point
check if he has not taken this feat, and normal rules for
Blank Shot, Weapon Focus (any ranged weapon)
tripping apply (see Basics chapter for details).
Benefit: You may add your Dexterity bonus to all
CLEAVING CHARGE damage rolls made with ranged weapons for which you
You can wade through your opponents. have the Weapon Focus feat, so long as the target is
Prerequisite: BAB +6, Str 15, Great Cleave. within 30 feet.
Benefit: As Great Cleave, except that you may move Special: Dead Eye does not increase the damage dealt
one 5 ft. square before each extra attack. You may not to creatures that are immune to critical hits.
exceed half your speed during the action.
DEDICATED PLUS
COMBAT AWARENESS Advancements in science coupled with your drive to
Your battle sense helps minimize the threat of excel enable you to progress faster toward becoming a
flanking attacks. truly dedicated hero.
Prerequisite: Wis 13, base attack bonus +1 or higher. Benefit: You gain two talents from the Dedicated
Benefit: Attackers do not gain the usual +2 bonus on hero’s talent trees. The talents must be selected from the
their attack rolls when flanking you. This feat grants no following list, you cannot select more than one talent
effect when you are denied your Dexterity modifier to from a single talent tree, and you must meet all the
Defense, such as when you are flat-footed. You may still prerequisites of a talent to select it. Improved Aid
be sneak attacked when flanked. Another, Intuition, Healing Touch 1, Healing Touch 2,
Aware, Faith, Cool Under Pressure.
COMBAT INSTINCTS
Special: You may select this feat multiple times. Each
You react instinctively when an opportunity presents
time you select this feat, you must choose a different pair
itself in combat.
of talents.
Benefit: If you are not flat-footed when an adjacent
opponent’s melee attack roll misses you by more than 5, DEFENSIVE STRIKE
you may immediately make a single attack at your You can turn a strong defense into a powerful offense.
highest attack bonus as a free action against that Prerequisite: Dex 13, Int 13, Combat Expertise, Dodge
opponent. You may use this feat a number of times per Benefit: If an opponent attacks you and misses while
round equal to your Dexterity modifier. you are using the total defense action, you can attack
that opponent on your next turn with a +4 bonus on your
attack roll. You gain no bonus against an opponent that ENHANCED ATHLETICS
does not attack you or against an opponent that attacks You are so proficient with your chakra control that
and hits you. you can enhance physical activities.
Prerequisite: Harmony
DEFLECT ARROWS Benefit: You may add a bonus equal to one half your
You can deflect incoming arrows, as well as crossbow level to all Balance, Climb, Jump, Swim, and Tumble
bolts, spears, and other projectile or thrown weapons. checks by spending 2 chakra.
Prerequisite: Dex 13, Combat Martial Arts.
Benefit: You must have at least one hand free (holding EXPERT ADVICE
nothing) to use this feat. Once per round when you You are widely recognized as an authority in an
would normally be hit with a ranged weapon, you may activity or area of knowledge. Choose a single skill for
deflect it so that you take no damage from it. You must this feat to affect; you may not choose Profession,
be aware of the attack and not flat-footed. Attempting to Read/Write Language, or Speak Language.
deflect a ranged weapon doesn’t count as an action. Prerequisite: At least 1 rank in the skill selected.
Unusually massive ranged weapons, such as boulders Benefit: When making checks with the selected skill,
hurled by giants, and ranged attacks generated by jutsu you may use your Reputation bonus instead of the usual
effects that create something that could not typically be ability modifier.
deflected, do not count. Special: You may gain this feat multiple times, its
effects do not stack. Each time you take it, you select a
DISCERNING different skill.
Some people have such analytical minds that they can
quickly analyze statements for falsehoods, using FAST PLUS
calculations rather than keen observation or "feel". Advancements in science coupled with your drive to
Prerequisite: Int 13 excel enable you to progress faster toward becoming a
Benefit: The hero may choose Sense Motive as a class truly dexterous hero.
skill. The skill is now modified by Intelligence. Benefit: You gain two talents from the Fast hero’s
talent trees. The talents must be selected from the
DONATE CHAKRA following list, you cannot select more than one talent
Your skill as a medic is incredible and you’ve learned from a single talent tree, and you must meet all the
how to bestow your chakra to others. prerequisites of a talent to select it. Uncanny Dodge 1,
Prerequisite: Treat Injury 9 ranks, Harmony, Medical Uncanny Dodge 2, Defensive Roll, Opportunist,
Expert Improved Increased Speed, Advanced Increased Speed.
Benefit: As a move action you are able to give up to Special: You may select this feat multiple times. Each
your Wisdom modifier per round in chakra to another time you select this feat, you must choose a different pair
creature. This does not counteract chakra depletion. of talents.
DUAL STRIKE FAVORED TERRAIN (TYPE)
Your combat teamwork makes you a more dangerous Through experience or special training, you favor one
foe. type of terrain.
Prerequisite: base attack bonus +3, Combat Reflexes Prerequisite: Survival 4 ranks.
Benefit: If you and an ally both flank an opponent, you Benefit: Choose one type of terrain from the following
gain a +4 bonus on your attack roll. list: arctic, desert, forest, jungle, mountain, or swamp.
Normal: The standard flanking attack roll bonus is +2. When in this terrain, you gain a +3 competence bonus
DYNAMIC ENTRANCE on Hide, Move Silently, and Survival checks and any
Prerequisite: Taijutsu 6 ranks, Taijutsu Adept cover bonuses to Defense you gain are increased by +1.
Benefits: During this character’s first round of combat, Special: You may take this feat multiple times. Each
any opponent who is target of this character’s melee time you take this feat, it applies to a different terrain.
attack or Taijutsu technique is considered to be Flat- FEARSOME STARE
footed. If the user was undetected, the bonuses Prerequisite: Genjutsu Adept, Intimidate 6 ranks
conferred by Invisible Attacker are doubled for this Benefit: Whenever the character succeeds on
round. Intimidating an opponent in combat, the user’s next use
of a Genjutsu with the Doujutsu descriptor against that
same opponent has its DC raised by 1.
FLEET OF FOOT GREATER TWO WEAPON DEFENSE
You can turn corners without losing momentum. When fighting with two weapons, your defenses are
Prerequisite: Run. extraordinarily strong.
Benefit: When running or charging, you can make a Prerequisite: Dex 19, Improved Two-Weapon
single direction change of 90 degrees or less. You cannot Defense, Two-Weapon Defense, Two-Weapon Fighting,
use this feat while wearing medium or heavy armor, or base attack bonus +11.
if you’re carrying a medium or heavy load. Benefit: When wielding two weapons (not including
Normal: Without this feat, you can run or charge only natural weapons or unarmed strikes), you gain a +3
in a straight line. shield bonus to your AC. When you are fighting
defensively or using the total defense action, this shield
FLEETING FOOT [TACTICAL]
bonus increases to +6.
Trying to land a blow against you can be a maddening
experience. HEADSTRONG
Prerequisite: Dodge, base attack bonus +6. You are obstinate and often unwilling to yield.
Benefit: The Fleeting Foot feat enables the use of three Benefit: You get a +1 bonus on all Will saving throws
tactical maneuvers: and +2 synergy bonus on all Intimidate checks.
Negate Power Attack: To use this maneuver, you must
HEAT ENDURANCE
designate a specific foe to be affected by your Dodge feat.
Either as a result of growing up in the waste, or by
If that foe uses the Power Attack feat against you, the foe
training your mind and body to ignore the effects of
gains no bonus on the damage roll but still takes the
searing heat, you can exist with ease in high-
corresponding penalty on the attack roll.
temperature environments.
Diverting Defense: To use this maneuver, you must be
Prerequisite: Base Fortitude save +2.
flanked and you must designate one of the flanking
Benefit: You gain a +2 bonus on saving throws against
attackers to be affected by your Dodge feat. The first
fire effects. You can exist comfortably in temperatures
attack of the round from the designated attacker
up to 120° F without having to make Fortitude saves (see
automatically misses you and may strike the other
Heat Dangers). Your protection against heat is level 1
flanking foe instead; the attacking creature makes an
(see Protection against Heat).
attack roll normally, and its ally is considered flatfooted.
If the designated attacker is making a full attack against HEFT
you, its second and subsequent attacks function Prerequisite: Str 15, Windup
normally. Benefit: You may add 150% of your Strength bonus to
Cause Overreach: To use this maneuver, you must all damage rolls for thrown weapons instead of the
provoke an attack of opportunity from a foe by moving strength bonus you would normally add. If you are using
out of a threatened square. If the foe misses you, you can weapons in both hands, this feat applies only to weapons
make a free trip attempt against this foe, and the foe does thrown with your primary hand.
not get a chance to trip you if your attempt fails. HYPER FIGHTING
FLICK OF THE WRIST Prerequisites: Advanced Combat Martial Arts,
With a single motion, you can draw a light weapon Weapon Focus, Unarmed, Combat Expertise
and make a devastating attack. Benefit: You are a blur of punches and kicks! Every
Prerequisite: Dex 16, Sleight of Hand 5 ranks, Quick strike is so fast that opponents soon lose the ability to
Draw keep up. At the cost of an Action Point, all unarmed
Benefit: If you draw a light weapon and make an attacks made by the user for 1 round will have a 50%
attack with it in the same round, you catch your chance to deny the target their dexterity to defense. In
opponent flat-footed (for the purpose of this attack addition, when using the full attack action, the user may
only). You may use this feat only once per round and make an additional attack at their highest attack bonus.
once per opponent during any single combat encounter. All attacks made during this round suffer a -4 penalty.

GREATER DODGE IAIJUTSU MASTER


Your skill at dodging attacks is preternatural. You are not only descended from the greatest duellists
Prerequisite: Dex 13, Dodge, Improved Dodge. ever to have lived, but you share a karmic tie to their
Benefit: Your skill with the Dodge feat is such that you spirits.
receive a +3 dodge bonus to Defense against attacks from Benefit: Once per day, you can make any one attack
your chosen opponent. roll, saving throw, or skill check using your Iaijutsu
Focus skill modifier in place of all other modifiers. For A target that you have applied dodge to twice is still
example, you can roll a melee attack roll using only your counted as having only one application for the purposes
Iaijutsu Focus skill modifier instead of your total attack of feats and abilities such as Agile Riposte.
bonus (including Strength modifier, weapon Normal: A character with the dodge feat can gain a +1
enhancement bonus, Weapon Focus bonus, size dodge bonus to defense against a single enemy.
modifier, and all other bonuses to your attack roll). You
IMPROVED GRAPPLE
give up all your other modifiers and use your skill
You are adept at grapple attacks.
modifier instead.
Prerequisite: Brawl, Dex 13
IMPROVED ACTION BOOST Benefit: You do not provoke an attack of opportunity
You have the ability to alter your luck drastically in when you make a touch attack to start a grapple. You
dire circumstances. also gain a +4 bonus on all grapple checks, regardless of
Prerequisite: Action Boost whether you started the grapple.
Benefit: When you spend an action point, you roll Normal: Without this feat, you provoke an attack of
d10s instead of d8s for the action result. opportunity when you make a touch attack to start a
grapple.
IMPROVED COMBAT EXPERTISE
You have mastered the art of defense in combat. IMPROVED HEAT ENDURANCE
Prerequisite: Int 13, Combat Expertise, base attack You can survive even in the most extreme natural heat
bonus +6. conditions.
Benefit: When you use Combat Expertise to improve Prerequisite: Base Fortitude save +6, Heat Endurance
your Defense, the number you subtract from your attack Benefit: You gain fire resistance 5. If you already have
roll and add to your Defense can be any number that fire resistance, it increases by 5. You can exist
does not exceed your base attack bonus. comfortably in high temperatures without having to
make Fortitude saves (see Heat Dangers). Your
IMPROVED CRITICAL
protection against heat is level 3 (see Protection against
Choose one type of weapon with which you are
Heat).
proficient.
Prerequisite: base attack bonus +8, Proficient with IMPROVED NATURAL HEALING
weapon. You recover from wounds and injury faster than
Benefit: When using the weapon you selected, the normal.
weapon’s normal threat range is doubled. Prerequisite: Base Fortitude save bonus +5.
Special: You can gain Improved Critical multiple Benefit: You recover 2 hit points per character level
times. The effects do not stack. Each time you take the per rest period (8 hours of sleep). If you undergo
feat, it applies to a new type of weapon. complete bed rest (doing nothing for the entire day), you
recover 4 hit points per character level per day. Ability
IMPROVED DEFLECT ARROWS
damage returns at 2 points for resting 8 hours, or 4 points
You further improve your ability to deflect incoming
per day with complete bed rest.
arrows, as well as crossbow bolts, spears, and other
Normal: Normal natural healing is 1 hit point per
projectile or thrown weapons.
character level for 8 hours rest, or 2 hit points per
Prerequisite: Dex 16, Combat Martial Arts, Deflect
character level per day for complete bed rest. Ability
Arrows
damage returns at 1 point for 8 hours rest, or 2 points per
Benefit: You may now deflect a number of attacks per
day with complete bed rest.
round equal to your Dexterity Modifier.

IMPROVED DODGE IMPROVED OVERRUN


You are skilled at knocking down opponents.
You have become more accustomed to evading the
Prerequisite: Power Attack, Strength 13.
attacks of your enemies.
Benefit: When you attempt to overrun an opponent,
Prerequisite: Dodge, Dex 15
the target may not choose to avoid you. You also gain a
Benefit: You may apply the effects of the dodge feat to
+4 competence bonus on the Strength check to knock
two targets simultaneously, or apply its effects to a single
down your opponent.
target twice (the effects stack).
Normal: Without this feat, the target of an overrun
can choose to avoid you or to block you.
IMPROVED POWER CRITICAL INCREASED SPEED
You may threaten a critical hit if you succeed in You move faster than normal.
hitting an opponent. Prerequisite: Run
Prerequisite: Base attack bonus +10, proficiency with Benefit: Your base speed is increased by 10 feet.
weapon.
INFAMY
Benefit: You may spend an action point before making
You are known for crimes or evil deeds (whether you
an attack with a weapon with which you are proficient.
actually committed them or not).
If the attack hits, it automatically threatens a critical hit
Benefit: The character’s Reputation bonus increases
(regardless of whether the attack roll falls within the
by +3 and the character is considered Infamous.
weapon’s actual threat range). You must roll to confirm
Special: You can’t select both the Renown feat and the
the critical hit, as normal. This is a supernatural ability.
Infamy feat. You’re either famous or infamous, not both.
Normal: You must roll in the threat range of a weapon,
then confirm that threat to score a critical hit. INFLUENCE
You have a knack for getting the desired result and
IMPROVED PRECISE SHOT swaying opinion.
You have a knack for timing and aiming ranged
Benefit: You get a +2 synergy bonus on all Reputation
attacks.
checks and favor checks.
Prerequisite: base attack bonus +11, Dex 19, Point
Blank Shot, Precise Shot INSPIRE
Benefit: Your ranged attacks ignore the Defense bonus You can inspire allies to greatness.
granted to targets by anything less than total cover, and Prerequisite: Cha 15, character level 8th, Leadership
the miss chance granted to targets by anything less than Benefit: By spending an action point and taking a
total concealment. move action, you can give a number of allies equal to
Total cover and total concealment provide their your Charisma bonus one of the following benefits: A +2
normal benefits against your ranged attacks. bonus on attack rolls and saving throws for the next
In addition, when you shoot or throw ranged weapons round; Immediately shake off a stunned or dazed
at a grappling opponent, you automatically strike at the condition; Gain an immediate new Will saving throw
opponent you have chosen. against a mental power affecting them, with a +2 bonus;
Normal: See the normal rules on the effects of cover Reduce current vitality point damage by 3. The same
and concealment. Without this feat, a character who benefit must be given to all affected allies, and they must
shoots or throws a ranged weapon at a target involved in all be able to hear and understand you. Inspire bonuses
a grapple must roll randomly to see which grappling stack with all other bonuses (including those provided
combatant the attack strikes. by the Leadership feat.)

IMPROVED SUNDER INVENTOR


You are adept at attacking an opponents’ weapon. You are able to design and create items of exceptional
Prerequisite: Str 13, Power Attack, Sunder quality and can do so with ease and confidence.
Benefit: When you strike at an object held or carried Prerequisite: Master crafter.
by an opponent (such as a weapon or shield), you do not Benefit: When using the master crafter feat, you are
provoke an attack of opportunity. You also gain a +4 only required to pay 1/3 the ordinary item’s cost in XP.
bonus on any attack roll made to attack an object held or Normal: A character without this feat must pay 1/2 the
carried by another character. ordinary item’s cost in XP to make the mastercraft item.

IMPROVED TWO-WEAPON DEFENSE INVESTIGATOR


You gain a defensive advantage while fighting with You have a knack for investigation and searching out
two weapons. clues.
Prerequisite: base attack bonus +6, Dex 17, Two- Benefit: You get a +2 bonus on all Gather Information
Weapon Defense, Two-Weapon Fighting and Search checks.
Benefit: When wielding two weapons (not including JACK OF ALL TRADES
natural weapons or unarmed strikes), you gain a +2 You’ve picked up a smattering of even the most
shield bonus to your Defense. When you are fighting obscure skills.
defensively or using the total defense action, this shield Prerequisite: Character level 8th.
bonus increases to +4.
Benefit: You can use any skill untrained, even those Has had well-publicized failure -1
that normally require training and those that are Aloof -1
exclusive to classes you don’t have. You cannot, Cruel -2
however, gain ranks in a skill unless you are allowed to
Other modifiers may apply when you try to attract a
select it.
cohort, as listed below.
LEADERSHIP TABLE 5-3: LEADER’S COHORT BONUSES/PENALTIES
You attract followers to your cause and a companion
Leader’s Attributes for Cohorts Modifier
to join you on your adventures.
Prerequisite: Character level 7th. Has a familiar, special mount, or animal -2
companion
Benefit: This feat enables you to attract a loyal cohort
and a number of devoted subordinates who assist you. A Recruits a cohort of a different -2
cohort is generally an NPC with class levels, while alignment
followers are typically lower level NPCs. See below for Caused the death of a cohort -21
what level of cohort and how many followers you can 1 Cumulative per cohort killed. Resets after a new level or 6 months.
recruit.
Followers have different priorities from cohorts.
TABLE 5-1: LEADERSHIP
When you try to attract a follower, use the following
Leader Cohort Number of followers by level
modifiers.
Score Level 1st 2nd 3rd 4th 5th 6th
TABLE 5-4: LEADER’S FOLLOWERS BONUSES/PENALTIES
1 — — — — — — —
Leader’s Attributes for Followers Modifier
2-9 1st — — — — — —
Has a stronghold, base of operations, +2
10 2nd 5 — — — — —
guildhouse, etc.
11 3rd 6 — — — — —
Moves around a lot -1
12 4th 8 — — — — —
Caused the death of other followers -1
13 5th 10 1 — — — —
14 6th 15 1 — — — — Cohort Level: You can attract a cohort of up to this
15 7th 20 2 1 — — — level. Regardless of your Leadership score, you can only
16 8th 25 2 1 — — — recruit a cohort who is two or more levels lower than
17 9th 30 3 1 1 — — yourself. The cohort should be equipped with gear
18 10th 35 3 1 1 — — appropriate for its level. A cohort can be of any race or
class. The cohort's alignment may not be opposed to
19 11th 40 4 2 1 1 —
your alignment on either the law/chaos or good/evil axis,
20 12th 50 5 3 2 1 —
and you take a –1 penalty to your Leadership score if you
21 13th 60 6 3 2 1 1 recruit a cohort of an alignment different from your
22 14th 75 7 4 2 2 1 own.
23 15th 90 9 5 3 2 1 A cohort does not count as a party member when
24 16th 110 11 6 3 2 1 determining the party's XP. Instead, divide the cohort's
25+ 17th 135 13 7 4 2 2 level by your level. Multiply this result by the total XP
awarded to you, then add that number of experience
points to the cohort's total.
Leader Score: Your leader score is equal to the sum of
If a cohort gains enough XP to bring it to a level one
your character level, your Reputation, and your
lower than your level, the cohort does not gain the new
Charisma modifier, modified by the factors listed below
level—its new XP total is 1 less than the amount needed
and any others your GM wishes to apply:
to attain the next level.
TABLE 5-2: LEADER’S REPUTATION MODIFIERS Number of Followers by Level: You can lead up to the
Leader’s Reputation Modifier indicated number of characters of each level. Followers
Great renown +2 are similar to cohorts, except they're generally low-level
Considered fair and generous +1 NPCs. Because they're usually 5 or more levels behind
you, they're rarely effective in combat.
Displays special power +1
Followers don't earn experience and thus don't gain TABLE 5-5: MINIONS
levels. When you gain a new level, consult Table: Leader Number of Minions by level
Leadership to determine if you acquire more followers, Score 1st 2nd 3rd 4th 5th 6th
some of whom may be higher level than the existing 1-9 5 — — — — —
followers. Don't consult the table to see if your cohort
10 6 — — — — —
gains levels, however, because cohorts earn experience
11 8 — — — — —
on their own.
12 10 1 — — — —
MASTER DEMOLITIONS 13 15 1 — — — —
You are expert at detonating explosives at the right
14 20 2 1 — — —
time, making your blasts much harder to escape.
Benefit: The DC to halve the damage of any Exploding 15 25 2 1 — — —
Tag or Greater Exploding tag detonated by you increases 16 30 3 1 1 — —
by two. 17 35 3 1 1 — —

MEDITATE 18 40 4 2 1 1 —
You can gather your mind to become more accurate 19 50 5 3 2 1 —
and focused. 20 60 6 3 2 1 1
Prerequisite: Int 13, Wis 13, Focused. 21 75 7 4 2 2 1
Benefit: You can pay 1 action points to meditate for 2 22 90 9 5 3 2 1
rounds, this action allows attacks of opportunity because
23 110 11 6 3 2 1
you need to stay in one spot for a certain amount of time.
24 135 13 7 4 2 2
If you are distracted by a non-visual distraction like a hit
or a noise, you must make a Concentration check (DC 25+ 165 15 8 4 3 2
distraction specific) or lose focus and fail, If the check Leader Score: Your leader score is equal to the sum of
succeeds, the action continues. If the action succeeds, your character level, your Reputation, and your
you gain +2 on Defense, +3 on all attack rolls, +1 on all Charisma modifier, modified by the factors listed below
unarmed damage rolls, deal lethal damage on unarmed and any others your GM wishes to apply:
attacks, and get a +1 Concentration bonus on all skills for TABLE 5-6: LEADER’S MINION BONUSES/PENALTIES
2d6 rounds.
Leader Attribute Modifier
Special: The following classes add Meditate to their
Great renown +2
Bonus Feat lists, Tough Hero, Smart Hero, Dedicated
Hero, Strong Hero, Fast Hero, and Charismatic Hero. Considered fair and generous +1
Displays special power +1
MEDITATION DISCIPLINE Has had well-publicized failure -1
Some heroes have such strong willpower that they can
Considered aloof or cruel -1
ignore pain to a high degree and focus their minds to
completely shut out distractions. Known for unsurpassed megalomania +3
Prerequisite: Wis 13 Has a secret base +2
Benefit: The hero may choose Concentration as a class Moves around a lot -1
skill. The skill is now modified by Wisdom. Provides uniforms +1
Note: This feat may be used to assist checks made to
hold your breath or other such "meditative" actions. Minions are generally loyal, but aren’t fanatical and
MINIONS won’t do anything obviously suicidal. Minions who die
You have access to guards, thugs, or other subordinates or leave the character are replaced with new recruits
who follow your orders. within a month’s time.
Prerequisite: 6th level.
MIRROR ARTS
Benefit: You attract loyal minions, according to the Prerequisite: Knowledge (Physical Sciences) 5 ranks,
following table. Note that you may take Leadership or Ninjutsu 5 ranks
Vile Leadership alongside this feat as this feat does not Benefit: You can learn Mirror techniques. Mirror Arts
provide a Cohort but the minions you take must be of a techniques can be affected by Elemental Specialization.
similar or the same alignment.
The shinobi distorts the humidity in the air to create a PRECISE STRIKE
reflective "screen". Your strikes against an opponent are treated as touch
Normal: A character without this feat cannot learn attacks.
Mirror techniques. Prerequisite: Base attack bonus +5.
Benefit: Before making an attack on your turn, choose
NECK HAIRS RAISED a single opponent and spend an action point. Until the
You have a sixth sense that warns you of danger. beginning of your next turn, any attacks you make
Benefit: You can make a Wisdom check (DC 20) to against that opponent use that opponent’s touch Defense
avoid being surprised. A successful check allows you to instead of the opponent’s normal Defense.
act during the surprise round, even if you would
otherwise be surprised. PUSHING THE ATTACK
Prerequisite: Base Attack Bonus +4
NERVE PINCH Benefits: Whenever the user successfully deals damage
You can incapacitate foes with a vicelike pinch. to an opponent that is under the effect of the Staggered
Prerequisite: Combat Martial Arts, base attack bonus condition, the duration of Staggered is increased by 1
+4. round. This ability can be used once per day for every 4
Benefit: You make an unarmed attack against a living hit die of the user and its use must be declared before the
creature. If the attack succeeds, the target takes no attack roll is made.
damage but must succeed on a Fortitude save (DC 10 +
one-half your character level + your Strength modifier) RAVEN'S PICK
or be paralyzed for 1d4+1 rounds. If the target’s attack of Your superior insight allows you to strike objects with
opportunity hits you and deals damage, the nerve pinch impressive force.
automatically fails. Prerequisite: Wis 13, Improved Sunder, Brawl.
Special: This ability does not work on creatures Benefit: When you make an unarmed strike against an
without nervous systems or discernible anatomies, such object, you may add your Wisdom bonus to the damage
as oozes and plants. dealt to the object.

OPEN MINDED ROOF WALKER [TACTICAL]


Born with a truly gifted brain, the character with this You are adept at moving and fighting on rooftops and
feat has the capability to be skilled in many things. ledges.
Prerequisite: Int 15 Prerequisite: Balance 5 ranks, Jump 5 ranks, Dodge,
Benefit: The character gets an extra skill point per HD, Mobility.
this feat can be taken multiple times. If he gains another Benefit: The Roof Walker feat enables the use of three
HD, he gains another skill point for each time he tactical maneuvers.
possesses this feat. Fleet of Feet: You can walk across a precarious surface
Special: If taken at level 1 this extra skill point is more quickly than normal. You can move at your full
multiplied by 4 as usual. speed without taking a -5 penalty on your Balance
check.
ORIGAMI ARTS Graceful Drop: If you intentionally jump from a
Prerequisite: Craft (Visual Arts) 4 ranks, Ninjutsu 4 height, you take less damage than you would if you fell.
ranks. If you succeed on a Jump check when jumping down,
Benefit: You do not take a -5 penalty to learn checks you take falling damage as if you had dropped 20 fewer
and take double the time when learning Paper feet than you actually did.
techniques. Master of the Roof: You know how to use the slopes to
PERSUASIVE your advantage. You gain a +1 dodge bonus to Defense
You have a way with words and body language. against any opponent who is at a different elevation from
Benefit: You get a +2 bonus on all Bluff checks and you.
Intimidate checks. ROUTE
POWER ATTACK-IAIJUTSU Prerequisite: Str 13, Windup
Your ancestors were renowned duellists whose Benefit: Any attack you make with a thrown weapon
strength were legendary. weighing at least 2 pounds also affects your opponent as
Benefit: You add an extra 1d6 points of damage to the if you had performed a bull rush. You don’t actually
damage from your Iaijutsu Focus checks. move or provoke attacks of opportunity, nor can you
push your target back more than 5 feet or move along TABLE 5-7: SIDE KICK
with the defender. Leadership Score Sidekick Level
1-8 1st
SECRET IDENTITY
You have two identities. 9 2nd
Benefit: You have two Reputation scores, one for each 10 3rd
identity. One identity (you choose which one) takes the 11 4th
Reputation score you’ve earned subsequent to taking 12 5th
this feat. The other identity has a Reputation score of 0.
13 6th
Most people won’t connect your two identities unless
14 7th
confronted with incontrovertible evidence that you’re
one person with two personae. If you perform actions 15 8th
while under the identity of the second one (the one with 16 9th
the score of 0) you will assume any Reputation gain or 17 10th
loss due to you based on your actions. The same applies 18 11th
to your primary identity. 19 12th
Special: If your public persona adopts a distinctive
20 13th
style of dress or moniker, increase your Reputation score
21 14th
by 2. You only get the Reputation increase once, even if
you change your public persona’s costume or nickname. 22 15th
23 16th
SEX APPEAL 24 17th
You are strikingly attractive, which garners you a lot
25+ 18th
of amorous attention.
Benefit: You receive a +3 bonus to Diplomacy and
Bluff checks made to influence NPCs who would Leadership Score: Your leadership score is equal to the
normally be attracted to your gender. sum of your character level, your Reputation score, and
your Charisma modifier, modified by the factors listed
SHARP-EYED below:
You have an eye for detail.
Benefit: You get a +2 bonus on all Search checks and TABLE 5-8: LEADER’S SIDE KICK BONUSES/PENALTIES

Sense Motive checks. Leader Attribute Modifier


Considered fair and generous +1
SHIFTING FIST
You employ a variety of unarmed fighting styles, Displays special power +1
allowing you to alter the type of damage your attacks Has had well-publicized failure -1
deal. Considered aloof or cruel -1
Prerequisite: Brawl, Improved Brawl. Has a secret base +2
Benefit: As a swift action, you can opt for your Moves around a lot -1
unarmed strikes to deal your choice of bludgeoning,
Just like minions, sidekicks are considered loyal, and
piercing, or slashing damage. Once you make this
they might even sacrifice themselves for their leader if
choice, your unarmed strikes continue to deal the
asked. It takes about three months to recruit a new
chosen damage type until you use another swift action
sidekick if the old one dies or leaves.
to change it.
SIGNATURE WEAPON
SIDE KICK You are so adept at using a particular model of a
You have an individual follower of some ability.
weapon that it's almost a part of you.
Prerequisite: 6th level.
Prerequisite: Weapon Focus, Weapon Specialization
Benefit: Just as with the Minion feat, above, you use
Benefit: Choose a specific model of weapon like a
your Leadership score to determine the exact benefit of
weapon made of a unique material. When you're
this feat. But rather than receiving a group of low-level
wielding that weapon, you gain a +2 bonus to attack and
NPCs, you receive a single higher-level NPC. Your
a +1 bonus to damage. This stacks with Weapon Focus
sidekick must always be at least one level lower than you
and Weapon Specialization for the same weapons.
are, however.
SILENT RUNNING SMART DEFENSE
This feat lets you run silently with ease. The mind has been trained to forecast and avoid any
Prerequisite: Character level 6th, Dexterity 12, Move impending danger.
Silently 10 ranks, Hide 10 ranks, Stealthy Prerequisite: Intelligence 18, Dexterity 16
Benefit: You suffer no penalty for moving at your base Benefit: Add half your Intelligence modifier (rounded
speed when making Move Silently skill checks. In down) to your Defense.
addition, you suffer only a -10 penalty for running or Normal: Only Dexterity modifier is added.
charging when making Move Silently skill checks
SMART PLUS
Normal: You incur a -20 penalty for running and
Advancements in science coupled with your drive to
charging. You incur a -5 penalty for moving at your base
excel enable you to progress faster toward becoming a
speed.
truly intelligent hero.
Special: Attacking while moving silently still incurs a
Benefit: You gain two talents from the Smart hero’s
-20 penalty.
talent trees. The talents must be selected from the
SKIP SHOT following list, you cannot select more than one talent
Prerequisite: Point Blank Shot, Precise Shot from a single talent tree, and you must meet all the
Benefit: If you have a solid, relatively smooth surface prerequisites of a talent to select it. Savant, Linguist,
on which to skip a one handed projectile (kunai, senbon, Exploit Weakness, Plan, Trick.
and shuriken), such as a concrete wall, and a target Special: You may select this feat multiple times. Each
within 10 ft. of that surface, you may ignore cover time you select this feat, you must choose a different pair
between you and the target. However, you suffer a -2 of talents. The exception is the savant talent, which you
penalty to your attack, and your attack deals -1 die of can select multiple times. However, each time you select
damage or in the case of a 1 die attack it does half damage the savant talent, you must choose a different skill (see
(minimum of 1). Each time it ricochets it takes another - the savant talent’s description).
2 to the attack roll and half again damage. If the damage
SPEED OVER POWER
was 1 on the last attack, the projectile cannot ricochet
Prerequisites: Taijutsu Adept
any further.
Benefit: The character may use his or her Dexterity
Special: The surface does not have to be perfectly
modifier instead of the Strength modifier when
smooth and level, a brick wall or an asphalt road can be
performing Taijutsu techniques. This change affects
used, the target must be at least partially visible or you
attack rolls, perform checks and identify checks but not
must have some other method of perceiving them.
the damage dealt by Taijutsu techniques.
SKILL EMPHASIS STANCE SPECIALIZATION
Choose a skill, such as Bluff. You have a special knack
Prerequisite: Technique Focus in a Taijutsu Stance
with that skill.
technique, 5th step of mastery in the same technique.
Benefit: You get a +3 bonus on all skill checks with
Benefit: While in the chosen stance, the character gains
that skill.
either a +2 competence bonus to melee damage rolls or a
Special: You can gain this feat multiple times. Its
+2 insight bonus to attack rolls. This bonus can be
effects do not stack. Each time you take this feat, it
switched once per round as a free action.
applies to a different skill.
STEELY GAZE
SMART COMBATANT Just looking into your eyes can be a frightening
You have studied the art of combat thoroughly. Using
experience.
your brain and expertise with a combination of good
Benefit: You get a +2 bonus on Intimidate checks, and
reflex, you are able to deal deadly blows to an enemy
you can Intimidate as a move-equivalent action.
without having to be as strong as an ape.
Normal: Attempts to intimidate are generally full-
Prerequisite: Int 16, Dex 16, Base Attack Bonus +6
round actions.
Benefit: The character with this feat may use his Int
bonus rather than Str bonus for a melee attack and their STRONG PLUS
Dex bonus in their damage step of an unarmed attack. Advancements in science coupled with your drive to
Normal: The character usually uses Str bonus for excel enable you to progress faster toward becoming a
attack and damage. truly strong hero.
Special: If taken a second time the effect applies to all Benefit: You gain two talents from the Strong hero’s
melee attacks. talent trees. The talents must be selected from the
following list, you cannot select more than one talent Furthermore, any permanent ability drain inflicted upon
from a single talent tree, and you must meet all the you is treated as temporary ability damage instead.
prerequisites of a talent to select it. Improved Extreme
VILE LEADERSHIP
Effort, Advanced Extreme Effort, Improved Ignore
You rule over your own cabal of followers with a
Hardness, Advanced Ignore Hardness, Improved Melee
villainous cohort as your lieutenant.
Smash, Advanced Melee Smash.
Prerequisite: Character level 7th
Special: You may select this feat multiple times. Each
Benefit: You can attract a loyal cohort and a number
time you select this feat, you must choose a different pair
of cowed followers to assist you in your journeys. This
of talents.
feat is similar to Leadership, except Vile Leadership
SUPERNATURAL STRIKE rewards— rather than hinders—leaders who have cruel
You may score critical hits against creatures that are reputations or who cause the deaths of their followers.
normally unaffected by critical hits. Once you take this feat, you cannot take the
Prerequisite: Base attack bonus +2 or better. Leadership feat without retraining your feat selection).
Benefit: When you roll a threat against a creature In order to benefit from this feat, you must belong to
normally unaffected by critical hits (such as a construct, one of the evil organizations listed in this section and
ooze, or undead), you may check for a critical hit and also be in good standing with that organization.
deal the increased damage if the threat is confirmed. Numerous factors can affect your Vile Leadership
Creatures unaffected by massive damage are still score (which acts as a Leadership score for the purpose
unaffected by massive damage resulting from a critical of feats and abilities that rely on a Leadership score,
hit. This is a supernatural ability. other than Leadership itself); work with your GM and
use the tables below to adjust your Vile Leadership score.
THROW ANYTHING
The NPCs you attract will be affiliated with the evil
Prerequisite: Dex 15, base attack bonus +2.
organization to which you belong.
Benefit: You can throw a melee weapon you are
proficient with as if it were a ranged weapon. The range TABLE 5-9: VILE LEADERSHIP
increment of weapons used in conjunction with this feat Leader Cohort Number of Followers by level
is 10 feet. Score Level 1st 2nd 3rd 4th 5th 6th
Normal: You can’t throw a melee weapon without
1 — — — — — — —
taking a -4 penalty unless it has a range increment (such
2-9 1st — — — — — —
as a hand axe or a dagger).
10 2nd 5 — — — — —
TOUGH PLUS 11 3rd 6 — — — — —
Advancements in science coupled with your drive to
12 4th 8 — — — — —
excel enable you to progress faster toward becoming a
truly tough hero. 13 5th 10 1 — — — —
Benefit: You gain two talents from the Tough hero’s 14 6th 15 1 — — — —
talent trees. The talents must be selected from the 15 7th 20 2 1 — — —
following list, you cannot select more than one talent 16 8th 25 2 1 — — —
from a single talent tree, and you must meet all the 17 9th 30 3 1 1 — —
prerequisites of a talent to select it. Damage Reduction
18 10th 35 3 1 1 — —
2/—, Damage Reduction 3/—, Energy Resistance
19 11th 40 4 2 1 1 —
(choose one energy type), Remain Conscious, Second
Wind, Stamina. 20 12th 50 5 3 2 1 —
Special: You may select this feat multiple times. Each 21 13th 60 6 3 2 1 1
time you select this feat, you must choose a different pair 22 14th 75 7 4 2 2 1
of talents. 23 15th 90 9 5 3 2 1
ULTRA-IMMUNE SYSTEM 24 16th 110 11 6 3 2 1
You are less susceptible to the ravages of poison, 25+ 17th 135 13 7 4 2 2
disease, and radiation poisoning.
Prerequisite: Constitution 13.
TABLE 5-11: LEADER’S REPUTATION BONUSES / PENALTIES
Benefit: You gain a +2 bonus on Fortitude saving
throws to resist poisons, diseases, and radiation sickness. Leader’s Reputation Modifier
Ruthless +2 recruit a cohort of an alignment different from your
Rewards loyalty/success +1 own.
Possesses a special power +1 A cohort does not count as a party member when
determining the party's XP. Instead, divide the cohort's
Indecisive -1
level by your level. Multiply this result by the total XP
Tolerant of failure -1
awarded to you, then add that number of experience
Merciful -2 points to the cohort's total.
Leader Score: Your leader score is equal to the sum of If a cohort gains enough XP to bring it to a level one
your character level, your Reputation, and your lower than your level, the cohort does not gain the new
Charisma modifier, modified by the factors listed below level—its new XP total is 1 less than the amount needed
and any others your GM wishes to apply: to attain the next level.

TABLE 5-10: LEADER’S BONUSES/PENALTIES Number of Followers by Level: You can lead up to the
indicated number of characters of each level. Followers
Leader Attribute Modifier
are similar to cohorts, except they're generally low-level
Great renown +2
NPCs. Because they're usually 5 or more levels behind
Considered fair and generous +1 you, they're rarely effective in combat.
Displays special power +1 Followers don't earn experience and thus don't gain
Has had well-publicized failure -1 levels. When you gain a new level, consult Table: Vile
Considered aloof or cruel -1 Leadership to determine if you acquire more followers,
Known for unsurpassed megalomania +3 some of whom may be higher level than the existing
followers. Don't consult the table to see if your cohort
Has a secret base +2
gains levels, however, because cohorts earn experience
Moves around a lot -1
on their own.
Provides uniforms +1
WINDUP
Vile Leadership Score: Your leadership score is equal Prerequisite: Str 13
to the sum of your character level, your Reputation Benefit: On your action, before making your attack
score, and your Charisma modifier, modified by the rolls for the round, you may choose to subtract a number
factors listed below: from all attack rolls for thrown weapons and add the
Other modifiers may apply when you try to attract a same number to all damage rolls for those weapons. This
cohort with this feat, as listed below. number may not exceed your base attack bonus. The
penalty on attacks and bonus damage apply until your
TABLE 5-12: LEADER’S COHORT BONUSES/PENALTIES next action.
Leader’s Attributes for Cohorts Modifier
TABLE 5-13: LEADER’S FOLLOWERS BONUSES/PENALTIES
Gained power by eliminating a superior +1
Leader’s Attributes for Followers Modifier
Fails to punish or kill followers who make -21
Has a stronghold, base of operations, +2
costly mistakes
guildhouse, etc.
Recruits a cohort of a different alignment -1
Has punished or killed followers to set an +11
1 Cumulative per incident of compassion shown in front of the
cohort. This penalty is incurred even if you show mercy to avoid
example or assert dominance
killing or punishing more than 20% of your followers during a given Has a tendency toward long periods of -1
a given character level (see the footnote in the table for Leader’s inactivity
Attributes for Followers).
Restricts followers from looting, pillaging, -1
or pursuing other spoils of war
Cohort Level: You can attract a cohort of up to this
1 Cumulative to a maximum of +1 per character level, with a
level. Regardless of your Leadership score, you can only minimum of one follower per incident. If you punish or kill more
recruit a cohort who is two or more levels lower than than 20% of your followers during a given level, this bonus becomes
yourself. The cohort should be equipped with gear a penalty instead. At the beginning of a new level or 6 months after
the last incident, any bonus or penalty from punishing or killing
appropriate for its level. A cohort can be of any race or followers resets to 0.
class. The cohort's alignment may not be opposed to
your alignment on either the law/chaos or good/evil axis,
and you take a –1 penalty to your Leadership score if you
HERITAGE FEATS Cursed Seal Level 1 ability for 1 round per level each day.
After the 10th level, the character can access the Cursed
Heritage Feats represent traces in one’s blood of Seal Level 2 ability for 1 round per 3 levels each day.
abilities and special gifts that were once possessed by a Each time the user activates either ability; they must
character’s ancestors. While the trait wasn’t strong succeed on a Will Save DC 15 or be enthralled by an
enough to last through several generations, there are unshakeable Rage for the duration of the ability that
some small signs left of what was once a powerful factor. cannot be ended prematurely. The user suffers 1 point of
Heritage Feats may only be selected at the first level and temporary Wisdom damage whenever they deactivate
may not be chosen if the user has already selected the either ability.
Advanced Bloodline feat.

EYE OF FORESIGHT [HERITAGE]


Prerequisites: Wisdom 15, Sense Motive 4 Ranks
Benefits: You have the blood of the priestesses of
Demon Country running through your veins. At the
start of combat, the user gains their Wisdom modifier to
Initiative, Defense and Savings Throws. This bonus
reduces by 1 each round until it reaches 0. In addition,
the user gains a +1 bonus to Initiative every 5th level.

JINCHUURIKI’S DESCENDANT [HERITAGE]


Prerequisite: Chakra Control 4 Ranks, Chakra Affinity
feat
Benefit: Somewhere in the history of your family, an
individual was either blessed or cursed with having one
of the legendary tailed beasts sealed inside of them.
Despite their fate, a child was born of this individual and
in the recesses of their genes that awful power still exists.
Upon taking this feat, the user gains the Improved
Chakra Pool feat for free and the Overwhelming Chakra
ability. The user’s chakra signature is always treated as 1
higher for the purpose of sensing chakra and is incapable
of Suppressing Chakra. In addition, the user gains the
Improved Chakra Pool feat at every 5th level.

SHARINGAN EYE [HERITAGE]


Prerequisites: Uchiha Clan Occupation, Affinity Fire
Benefits: Always spoken of as a cursed bloodline, those
that carry the Uchiha blood grow ever rarer and those
that can manifest the Sharingan Eye are even more so.
Those that simply carry the trait, while not as dangerous
as their full-blooded relatives; have found greater
proficiency with Doujutsu techniques. The skill
threshold of techniques with the Doujutsu descriptor are
decreased by 2 and the DCs of those techniques are
increased by 1.

TRUE ORIGIN [HERITAGE]


Prerequisite: Intimidate 4 Ranks, Constitution 15
Benefit: Somewhere in the darker recesses of your
family line lies a secret that most would find detestable.
It is a black spot upon the very fiber of one’s soul; the
Cursed Seal. The user gains an inherent +4 bonus to their
Chakra Pool. In addition, the character can manifest the
META-CHAKRA FEATS Applying this meta-chakra feat to a technique does not
always consume a meta-chakra charge.
Meta-chakra feats are tools to help a character alter
and augment the properties of a technique to a certain
DEMOLITION EXPERT [META-CHAKRA]
You are able to charge exploding tags to deal additional
degree, enabling them to be far more versatile than they
damage and hit a larger area with the explosion.
could otherwise be. Using a meta-chakra feat must be
Prerequisite: Chakra Control 9 ranks, any other Meta-
declared before using the technique, and costs 1
Chakra feat.
"charge". A character starts with 0 meta-chakra charges,
Benefit: The character is able to empower an exploding
and gains an additional 2 per meta-chakra feat he takes.
tag with extra power. To do so, he must spend 2
Charges are restored after 8 hours of rest, up to once
additional points of chakra per damage dice when
every 24 hours.
charging the tag. When the tag explodes, it will deal 50%
The when applying a meta-chakra feat to a technique,
extra damage and the blast radius will be increased by 10
its perform requirements increase by an amount
feet. Every use expends a metachakra charge. The DC to
specified in the feat description. If the perform
detonate said tag also increases by 5.
requirements of a technique was increased by 3, simply
increase the skill threshold by 3. When increasing the
perform DCs component, increase the complexity rating
rather than the DC itself. When calculating the cost of
an enhanced technique, simply add or subtract from the
cost as advised.

ARTISTIC ILLUSIONS [META-CHAKRA]


This feat allows one to cast illusions through their
music, weaving the chakra motions into their
performance as effortlessly and with all the flare of the
legendary bards
Prerequisite: Perform (any instrument) 6 ranks,
Genjutsu 6 ranks, Genjutsu Adept or Genius Ninja
(genjutsu)
Benefit: You gain the ability to eschew hand seals and
half seals when performing genjutsu, and can instead
perform them with an additional material focus of your
instrument of choice, and somatic, components to play
said instrument. This still provokes an attack of
opportunity as normal, and makes the genjutsu sound-
based. However, performing techniques in this way
makes them highly discreet. Opponents who are
unaware of your ability to cast genjutsu without hand
seals (typically after deducing you as the source of a
genjutsu, making a critical success on ninja lore
depending on how brazenly you use the feat at the DM's
discretion, or by sensing / seeing your chakra as you
perform a technique) will not be typically prepared to
counter your techniques, and will not suspect you as the
source of genjutsu.
The technique's perform requirements increase by 2.
The character can spend a meta-chakra charge to ignore
the complexity rating increment when performing that
technique.
Special: If you apply this feat to a technique, it cannot
be enhanced by another metachakra feat.
MONSTROUS FEATS Example: For example, a creature that has natural
armor +15, the AC to cut out of its stomach is therefore
This section contains the multiple feats used to 10 + 15 for AC 25.
improve the natural qualities of monsters. Normal: The AC for those who have been swallowed
IRON STOMACH [MONSTROUS] whole is half your natural armor. The example creature
Even if your food struggles on the way down, there's normally only has AC 17 (10 + 7 natural) inside its
little fear of it piercing your tough insides. stomach.
Prerequisites: Con 15, Swallow Whole
Benefit: You apply your full natural armor to your AC
for those attempting to cut themselves out after being
swallowed whole.
TABLE 6-14: EPIC LEADERSHIP

Leader Cohort Number of Followers by level


Score Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
25 17th 135 13 7 4 2 2 1 — — —
26 18th 160 16 8 4 2 2 1 — — —
27 18th 190 19 10 5 3 2 1 — — —
28 19th 220 22 11 6 3 2 1 — — —
29 19th 260 26 13 7 4 2 1 — — —
30 20th 300 30 15 8 4 2 1 — — —
31 20th 350 35 18 9 5 3 2 1 — —
32 21st 400 40 20 10 5 3 2 1 — —
33 21st 460 46 23 12 6 3 2 1 — —
34 22nd 520 52 26 13 6 3 2 1 — —
35 22nd 590 59 30 15 8 4 2 1 — —
36 23rd 660 66 33 17 9 5 3 2 1 —
37 23rd 740 74 37 19 10 5 3 2 1 —
38 24th 820 82 41 21 11 6 3 2 1 —
39 24th 910 91 46 23 12 6 3 2 1 —
40 25th 1000 100 50 25 13 7 4 2 1 —
per +1 +1/21 +1002 3 3 3 3 3 3 3 3 3

EPIC FEATS command one-half as many 3rd-level followers as 2nd-


level followers, one-half as many 4th-level followers as
Here are some epic feats I find are fun to have or add 3rd-level followers, and so on (round fractions up,
value to the game. As with all things this list may grow except any fraction less than 1 rounds to 0). A character
in time. can’t have a follower of higher than 20th level.
EPIC LEADERSHIP IMPROVED IAIJUTSU FOCUS [EPIC]
Prerequisite: Cha 25, Leadership, Leadership score 25. The maximum bonus damage you gain for using
Benefit: The character attracts a cohort and followers Iaijutsu Focus increases.
as shown below on Table: Epic Leadership. In all other Prerequisite: Iaijutsu Focus 27 ranks.
ways, Epic Leadership functions as the Leadership feat. Benefit: The extra damage you inflict when you make
Normal: The Leadership feat provides no benefit for an Iaijutsu Focus check no longer has a maximum die
leadership scores beyond 25. cap. The progression of extra damage continues
The maximum cohort level increases by 1 for every 2 indefinitely, increasing by +1d6 for every 5 points over
points of Leadership above 40. a result of 10 you receive on the check. For example, an
The number of 1st-level followers increases by 100 for Iaijutsu Focus check of 76 would inflict +14d6 points of
every point of Leadership above 40. damage.
A character can command one-tenth as many 2nd- Normal: Without this feat, the most extra damage you
level followers as 1st-level followers. A character can can gain with an Iaijutsu Focus check is +9d6.
CHAPTER 6: EQUIPMENT
GENERAL EQUIPMENT
TABLE 6-1: GENERAL EQUIPMENT

Object Size Weight Cost Res Object Size Weight Cost Res
Bingo Book Tiny 1 lb 15 +1 (Lic)
Hidden Holster Tiny 1 lb 17 +1 (Lic)

Bingo Book: Purchase DC 18, +1 License Restriction; updated, a process with a Purchase DC of 10. An
The Bingo Book is a compilation of Shinobi that are outdated Bingo Book will not refer its benefits to the
wanted for various reasons by Feudal Lords, clans, user until it has been updated; a process that needs to be
towns, etc. It generally lists at least the most general done at least once every two weeks.
details about a person, but can also possess very detailed
information about an entry and their fighting style as Hidden Holster: Purchase DC 17, +1 License
well as capabilities. A character with a Bingo Book Restriction; This item allows the user to instantly extend
always receives a +2 bonus to abilities such as Plan when and retract a kunai from their sleeve using a spring-
used against someone listed and always succeeds on loaded wire.
making a Reputation check to identify the person. The
information in a Bingo Book needs to be periodically
ARMORS
TABLE 6-2: ARMORS
Equipment Nonprof. Max Dex Armor Speed Purchase
Armor Type Bonus Bonus Bonus Penalty (30 ft.) Weight DC Restriction
WEAPONS
TABLE 6-3: WEAPONS
Range Purchase
Weapon Damage Critical Damage Type Increment Weight Size DC Restriction
Sakabatō 1d10 20 Bludgeoning — 6 lb. Large 12 +1 (Lic)
Wato 1d10 20/x2 Slashing — 7 lb. Med 17 +2 (Res)

EXOTIC WEAPONS sword backwards. Doing so is a swift action, but the


Sakabatō (Reverse-Edge Sword) wielder will take a -4 to all attacks when using this edge
The sakabatō looks and functions much like a standard of the blade. The damage remains 1d10, but is now
katana. As such, any proficiencies which normally apply considered lethal slashing damage.
to a katana also apply to the sakabatō. This weapon can be utilized with any technique that
The sharpened edge of the sakabatō is the inward requires a katana.
curved of the blade - the opposite of a standard katana - Wato (Wato)
making it extremely difficult to kill an opponent. As a This new sword is similar to a katana. It has blade
result, the weapon is better suited for knocking the similar to a katana, but a different, sturdier handle
wielder's enemies "senseless" rather than killing them. outfitted with a rope on the end used for various wato
As a result, the damage dealt by the sakabatō is non- jutsu. Additionally, wato is sturdier, and thus has its
lethal, bludgeoning damage. This non-lethal damage hardness increased by 4.
effect also applies when the Sakabatō is used to perform This weapon can be utilized with any technique that
any Taijutsu technique. requires a katana.
The only way for the sakabatō to cut is to rotate the
hilt by 180 degrees within the hand, thus holding the
SHINOBI DRUGS
TABLE 6-4: SHINOBI DRUGS
Material Prep. Brewing Craft Save Initial Secondary
Name Cost XP Cost Time Time DC DC Damage Damage Res
Greenweed Elixir 30 2,000 48 hr. 8 wk. 30 21 3d6 Coil 8 Coil* +4 (Ill)

Greenweed Elixir: The character gains the ability to


learn and perform Advanced Seal Fuinjutsu techniques
without penalty.
SEALED ITEMS
CLAY STORAGE POUCH [ITEM] Superior +2 10 27
A special container for clay to keep it at the proper
Greater +3 16 36
moisture even in harsh climates that also possesses
container seals that allow it to contain much more than
Enhancement: Fortitude saves (Resistance)
it normally would.
Power (3/day, full-round action): Gain the effects
Rank Level Cost of Baika no Jutsu, but the user does not risk suffering
Minor 6 12 from fatigue or exhaustion. Lasts for 1 minute.
Superior 11 22 Power (1/day, full-round action): Level 13: 10 chakra.
Gain the effects of Chou Baika no Jutsu, but the user does
Greater 16 32
not risk suffering from fatigue or exhaustion. Lasts for 5
Epic 21 42
rounds.
Legendary 26 52
GNAT HAT [SEALED ITEM; HEAD]
This floppy, conical red and white hat allows the user
Property: This reinforced belt pouch can hold up to 10
to shrink to a smaller size when donned.
pounds of material, or up to 1 cubic foot in volume, but
always weighs 5 pounds. Clay placed inside will remain Rank Level Cost
at the perfect moisture indefinitely. Superior 10 27
Level 11: As above but the container holds 20 pounds,
or up to 2 cubic feet in volume. Enhancement: Lowers the wearer's chakra signature
Level 16: As above but the container holds 30 pounds, to suppressed.
or up to 3 cubic feet in volume. Power (3/day, full-round action): 5 chakra. Gain the
Level 21: As above but the container holds 40 pounds, effects of Chijimu no Jutsu for 5 minutes.
or up to 4 cubic feet in volume.
Level 26: As above but the container holds 50 pounds, HAWKEYE [SEALED ITEM; HEAD]
A fierce mask, shaped like the face of a hawk, which
or up to 5 cubic feet in volume.
acts like a pair of binoculars when used by itself, but
DUSKSTONE [SEALED ITEM] when used in conjunction with a ranged weapon, it acts
This small, dark purple clay sphere can be thrown to as a scope, turning the weapon into a potent and long-
temporarily blanket an area in dark illumination. ranged sniping weapon.
Rank Level Cost Rank Level Cost
Minor 5 15 Superior 10 27

Power (1 charge, free action): Throw anywhere Power (At-Will, attack action): Use to gain a
within 50 feet. The duskstone bursts and creates secondary mode of vision, telescopic sight. You suffer a
shadowy illumination in a 50-foot radius. All creatures penalty to Spot checks from distance only every 30 feet
in the area gain concealment and creatures that can instead of every 10 feet, and ranged attacks made in this
normally see in such conditions (such as with darkvision manner are treated as though using a scope, though the
or low-light vision) have the miss chance. The darkness ability does not stack with an actual scope.
lasts 5 rounds. You suffer a -4 penalty to attack rolls and defense, and
Special: When creating this item, you produce 10 Search and Search checks against creature or objects
sunstones instead of just one. within 30 feet. Lasts until deactivated.
GIANT’S MASK [SEALED ITEM; HEAD] HYOI PEAR [SEALED ITEM]
This mask, which is more of an armored helm, is held This special bait allows you to take control of seagulls.
in place by chakra seals on the wearer's face. This This peculiar-looking fruit was used by sailors to survey
fearsome, metal mask bears a face-like pattern on the new lands and bring items on board their ship without
front and allows the user grows to a giant size when disembarking.
donned.
Rank Level Cost
Rank Bonus Level Cost
Minor 6 17 store water without altering the weight of the oasis
gourd. Carrying anything other than water will cause it
Power (1 charge, move action): You can place the Hyoi to behave as a normal container.
Pear on top of your head to attract seagulls or other small It can store a maximum of 100 liters of water.
birds within a 100ft radius of your current location. Level 9: As above, but it can store a maximum of 250
Once devoured by a bird, you will establish a mental liters of water
link with it which possesses a range of 1 mile and lasts Level 13: As above, but it can store a maximum of 500
for 10 minutes or until it is injured or moves beyond the liters of water
range of the mental link. The bird can be directed by Power (At-Will— free action): Use when next to a
silent mental command as long as it remains within a 1 body of water. The gourd will begin to absorb the nearby
mile radius of you. You need not see the creature to water until the gourd is full or the water source has been
control it. You do not receive direct sensory input from depleted. 25 liters of water are absorbed every 1 minutes.
the creature, but you know what it is experiencing. SURGEON’S WORK GLOVES [SEALED ITEM; HANDS]
Because you are directing the animal with your own These wrist length surgery gloves are marked with the
intelligence, it may be able to undertake actions symbol for universal caduceus.
normally beyond its own comprehension. You need not
concentrate exclusively on controlling the creature Rank Level Cost
unless you are trying to direct it to do something it Superior 9 24
normally couldn’t do. Changing your instructions or
giving a new command requires is a move action. Property: Whenever the wearer produces a chakra
The bird can be directed with simple commands such scalpel, and successfully deals damage, they may treat
as “Attack,” “Run,” and “Fetch.” Suicidal or self- the attack as though it were enhanced by the Chakra
destructive commands (including an order to attack a Scalpel Overchannel ability. If the wearer already has
creature two or more size categories larger than the this ability, they may increase the scalpel damage dealt
dominated animal) are simply ignored. by an additional damage die.
Special: This item cannot be crafted. Power (At-Will—free action): The wearer may form
OASIS GOURD [SEALED ITEM] an additional chakra scalpel and wield them as though
A specially-inscribed gourd with the ability to carry a they were using two-weapon fighting to do so.
deceptively large amount of water. Power (3/day—swift action): As Iryou Ninjutsu:
Hiken - Katawa Juushou when using the chakra scalpel,
Rank Level Cost until discharged.
Minor 5 16
Superior 9 26
Greater 13 36

Property: The oasis gourd is a medium-sized clay


object which weighs 10 pounds, and has the ability to
CHAPTER 7: ADVANCED & PRESTIGE CLASSES
TABLE 7-1: ADVANCED AND PRESTIGE CLASS OVERVIEW

Class Description Works well with Builds From


Akatsuki Spy
Akimichi Master
Battle Maiden
Beast Tamer
Bulwark
Chakra Fighter
Chemist
Clairvoyant Assassin
Clansman
Dao Shi Monk
Deft Skirmisher
Dervish Dancer
Elemental Master
Hitokiri
Holy/Unholy Warrior
Inuzuka Beastmaster
Kaguya Marauder
Master Thrower
Nara Shadowmaster
Piercing Seer
Ravager
Ryukyu Swordsman
Sannin
Sensory Shinobi
Shadow Adapt
Shinobi Scribe
Shinobi Squad Leader
Shunjutsu Master
Space-Time Specialist
Specialist Summoner
Symbiote Bugmaster
Sword Saint
Tora Oshiego
Uchiha Elite
Uzumaki Warrior
Waterbender
Wind Walker
Yamanaka Spymaster
TABLE 7-2: AKATSUKI SPY
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +1 +1 Spymastery +1 +0
2nd +1 +0 +2 +2 Bonus Feat +1 +0
3rd +2 +1 +2 +2 Spymastery +2 +0

AKATSUKI SPY check will not reveal the power of an item but may
strongly hint to its general function. The Akatsuki Spy
Akatsuki is an elite organization formed and lead by a may not take 10 or take 20 on this check; this sort of
group of S criminals. Their final goal is to control war, knowledge is essentially random.
conflict, and finally control the world. Akatsuki's main The GM may determine that having 5 or more ranks
members are only 9, but they have dozens of underlings in a Knowledge check grants the Akatsuki Spy a +2
under their command. Those men and women serve bonus to his classified information check; for example, a
their masters faithfully as spies, even betraying their check relevant to a local crime lord might benefit from
own villages to gather information for their masters. the Knowledge (streetwise) skill, and so would relevant
REQUIREMENTS information about a missing-nin benefit from the
Knowledge (ninja lore) skill.
Skills: Bluff 6 Ranks, Ninjutsu 6 ranks, Gather
Information 6 Ranks.
DC Knowledge
Feats: Deceptive.
10 Common, known by at least a substantial
Special: Must swear allegiance to one of the nine
minority of the local population.
Akatsuki members.
20 Uncommon but available, known by only a few
CLASS INFORMATION people legends.
Hit Die: d6 25 Obscure, known by few, hard to come by.
Action Points: 6 + ½ character level, rounded down.
30 Extremely obscure, known by very few, possibly
CLASS SKILLS forgotten by most who once knew it, possibly
The Akatsuki Spy's class skills are Balance (Dex), Bluff known only by those who don’t understand the
(Cha), Chakra Control (Wis), Craft (Chemical, significance of the knowledge.
Pharmaceutical) (Int), Gather Information (Cha),
Genjutsu (Cha), Hide (Dex), Intimidate (Cha), If the character has the Street Savvy special ability, add
Investigate (Int), Jump (Str), Knowledge (Behavioral the level of Ninja Police and Akatsuki Spy and roll a
Science, Civics, Ninja Lore, Popular Culture, Streetwise) single test.
(Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Sneak Attack (+1d6): Increases the character's Sneak
Research (Int), Sleight of Hands (Dex), Spot (Wis), Attack dice by +1d6, or grants the Sneak Attack ability
Tumble (Dex). (+1d6) if the character does not possess that ability yet.
Skill Points: 7 + Int modifier. This ability can be taken a second time, its effects stack.
CLASS FEATURES Contact: An Akatsuki Spy that choses this ability
SPYMASTERY cultivates associates and informants. Each time the
Choose one of the following Masteries. A Mastery Akatsuki spy select this ability he gains a contact. The
cannot be chosen twice unless specified: GM should develop a supporting character to represent
Classified Information: The Akatsuki Spy is adept at the contact. The player can suggest the type of contact
gathering bits of odd and obscure knowledge, so much his or her character wants to gain, but the contact must
that his ability to scrounge up information on almost any be an ordinary character, not a heroic character.
topic is sometimes staggering. The Akatsuki Spy may A contact will not accompany an Akatsuki Spy on
make special Knowledge checks equal to his Akatsuki missions or risk his or her life. A contact can, however,
Spy + his Intelligence modifier + ninja police levels (If provide information or render a service (make a specific
any) to see whether he knows some relevant skill check on the Akatsuki Spy’s behalf).
information about a notable person, legendary item or
place, for example. A successful classified information
When this ability is chosen the first time, the Akatsuki underworld or street contacts, this expense is
Spy gains a low-level contact, and if the ability is taken represented by a Wealth check against a purchase DC of
a second time, a mid-level contact. 10 for the low-level contact, 15 for the mid-level
The Akatsuki Spy can't call on the same contact more contact. For skilled experts, the purchase DC is 10 + the
than once in a week, and when he or she does call on a ranks the expert has in the appropriate skill.
contact, compensation may be required for the BONUS FEAT
assistance the contact renders. In general, a professional Choose a feat from among the following, for which
associate won’t be compensated monetarily, but instead you must meet any prerequisites: Armor Proficiency
will consider that the Akatsuki Spy owes him or her a (Light), Craft Poisons, Frightful Presence, Genjutsu
favor. Contacts with underworld or street connections Adept, Improved Chakra Pool, Infamy, Ninjutsu Adept,
usually demand monetary compensation for the services Stealthy.
they render, and experts in the use of skills normally
want to be paid for the services they provide. For
TABLE: THE BATTLE MAIDEN
Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +0 +1 Special Mount, Ride Bonus +2 +1 +1
2nd +2 +3 +0 +2 Bonus Feat, Burst of Speed +2 +1
3rd +3 +3 +1 +2 Ride Bonus (Initiative) +2 +2 +1
4th +4 +4 +1 +2 Defensive Riding +3 +2
5th +5 +4 +1 +3 Ride Bonus (AC) +4 +3 +2
6th +6 +5 +2 +3 Bonus Feat +3 +2
7th +7 +5 +2 +4 Ride Bonus (Attacks) +4 +4 +3
8th +8 +6 +2 +4 Heal Mount +4 +3
9th +9 +6 +3 +4 Ride Bonus +6 +5 +3
10th +10 +7 +3 +5 Bonus Feat +5 +4
TABLE: BATTLE MAIDEN’S SPECIAL MOUNT
Level HD Nat Str Int Hoof / Bite Special
1st - 3rd 6d8+18 4 19 6 +7 +2 Improved Evasion, Empathic Link, Share Saving Throws
4th - 6th 8d8+24 6 20 7 +10 +5 Speed 60 ft.
7th - 9th 10d8+32 8 21 8 +11 +6 Command equines
10th 12d8+40 10 22 9 +14 +9 Speed 70 ft., SR 20

BATTLE MAIDEN and the animal must be able to study each other, noting
each other's body language, vocalizations, and general
Battle Maidens are the stuff of wonder and legend, an demeanor. This means that the character must be within
order of mounted female samurai whose swift, fearless 30 feet under normal conditions. Generally, influencing
attacks are renowned throughout the world. They have an animal in this way takes 1 minute, but, as with
a supernatural bond with their mounts, an intense influencing people, it might take more or less time. This
spiritual connection. Battle Maidens maintain a tradition skill works on animals. The character can use it with a –
of martial prowess tempered by spiritual purity. Battle 4 penalty on beasts and magical beasts. As with attempts
Maidens are almost exclusively female members of the to influence people, retries on the same animal generally
samurai character class. don't work (or don't work any better), whether the
REQUIREMENTS character has succeeded or not.
Base Attack Bonus: +3 SPECIAL MOUNT
Skills: Handle Animal 6 ranks, Ride 6 ranks A Battle Maiden’s mount is no ordinary animal. In fact,
Feats: Mounted Combat, Ride-by Attack, Spirited it is not an animal at all, but a magical beast. This heavy
Charge warhorse shares the basic statistics of its kind. It is
Special: Female superior to a normal mount of its kind and has special
CLASS INFORMATION powers, as shown below.
Hit Die: d10 Level: The class level of the Battle Maiden. If the
Action Points: 6 + ½ character level, rounded down. mount suffers a level drain, treat the mount as though it
belonged to a Battle Maiden of one level lower. For
CLASS SKILLS example, if the mount of a 7th-level Battle Maiden is
The Battle Maiden's class skills are Animal Empathy
drained of one level, it effectively becomes the mount of
(Cha, exclusive skill described below), Chakra Control
a 6th-level Battle Maiden (reduced HD, armor, etc., and
(Wis), Craft (Int), Diplomacy (Cha), Handle Animal
no longer able to use command equines) until the level
(Cha), Profession (Wis), Ride (Dex), and Taijutsu (Str).
drain is negated. If the mount of a 1stlevel Battle Maiden
Skill Points: 3 + Int modifier.
is drained of one level, it becomes a normal heavy
CLASS FEATURES warhorse (no longer a magical beast).
ANIMAL EMPATHY
HD: The warhorse’s Hit Dice.
The character can improve the attitude of an animal
with a successful check. To use the skill, the character
Nat: A Battle Maiden’s mount begins with the normal level) at least equal to the mount’s chakra resistance of
thick hide of its kind, but that natural armor value 20.
increases as the Battle Maiden goes up in level. A heavy Ride Bonus (Ex): A Battle Maiden gets a +2
warhorse’s AC is 10, –1 for its size, +1 for its Dexterity, + competence bonus on her Ride checks at 1st level. This
the number listed in this column. bonus increases by +2 every four levels thereafter (+4 at
Str: The mount’s Strength score. 5th level, +6 at 9th level). She can always take 10 on a
Int: The mount’s Intelligence score. Ride check, even if stress and distractions would
Hoof / Bite: These melee attack numbers reflect the normally prevent her from doing so. In addition, as the
horse’s Hit Dice, Strength score, and size (Large). A Battle Maiden increases in levels, she can apply this
warhorse gets two hoof attacks at the listed bonus and a bonus to other checks. At 3rd level and above, she
bite attack at the listed bonus. applies her Ride bonus on her initiative checks while
Improved Evasion (Ex): If the mount is subjected to an fighting from horseback. At 5th level and above, she
attack that normally allows a Reflex saving throw for applies her Ride bonus to her Armor Class while she is
half damage, it takes no damage if it makes a successful mounted. At 7th level and above, she applies her Ride
saving throw and half damage even if the saving throw bonus on melee or ranged attacks she makes from
fails. horseback.
Empathic Link (Su): The Battle Maiden has an Burst of Speed (Ex): At 2nd level, the Battle Maiden
empathic link with the mount out to a distance of up to can urge her mount to greater than normal speeds. This
one mile. The Battle Maiden cannot see through the ability doubles the distance of the mount’s normal
horse’s eyes, but they can communicate telepathically. charge movement. This ability can be used once per day
Even intelligent mounts see the world differently from without penalty to the mount. Each additional use of the
humans, so misunderstandings are always possible. ability in a single day requires the mount to make a Will
Because of the empathic link between the mount and the save (DC 20) immediately after the conclusion of the
Battle Maiden, the Battle Maiden has the same additional charge; failure results in the mount taking 2d6
connection to an item or place that the mount does. points of damage.
Share Save: The mount uses its own base save bonuses Defensive Riding (Ex): Once per day, when a mounted
or the Battle Maiden’s, whichever are higher. Battle Maiden would be reduced to 0 hit points or less
Speed: The mount’s base speed increases as the Battle by damage in combat (from a weapon or other blow, not
Maiden acquires more levels. A normal warhorse’s speed a spell or special ability), she can attempt to reduce the
is 50 feet. damage in the same way as she can negate damage to her
Command Equines (Sp): The mount can use this ability mount with the Mounted Combat feat. She makes a Ride
at will against other equines (including horses, donkeys, check (DC = damage dealt) and, if she’s successful, she
mules, and ponies) with fewer Hit Dice than it has itself. takes only half damage from the blow. She must be
The mount can use this ability once per day per level of aware of the attack and able to react to it in order to
the Battle Maiden, and the ability functions just like the perform her defensive riding—if she is denied her
spell command (for purposes of this spell, the mount can Dexterity bonus to AC, she can’t avoid the damage.
make itself be understood by any normal equine). Since Heal Mount (Sp): A Battle Maiden of 8th level or
this is a spell-like ability, the mount must make a higher can heal her mount for 10 hit points per character
Concentration check (DC 21) if it’s being ridden at the level, per day. This amount need not be used all at once.
time (as in combat). If the check fails, the ability does BONUS FEAT
not work that time, but it still counts against the mount’s Choose a feat from among the following, for which
daily uses. you must meet any prerequisites: Mounted Archery,
Chakra Resistance (Ex): To affect the mount with a Ride-By Attack, Saddleback, Shinjo’s Technique,
jutsu, a user must make a level check (1d20 + character Spirited Charge, Trample, and Way of the Unicorn.
TABLE: THE BEAST TAMER
Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +1 +1 Talent +1 +1
2nd +1 +2 +2 +2 Feral Power +1 +1
3rd +2 +2 +2 +2 Talent +2 +1
4th +3 +2 +2 +2 Feral Power +2 +2
5th +3 +3 +3 +3 Talent +3 +2
6th +4 +3 +3 +3 Feral Power +3 +2
7th +5 +4 +4 +4 Talent +4 +3
8th +6 +4 +4 +4 Feral Power +4 +3
9th +6 +4 +4 +4 Talent +5 +3
10th +7 +5 +5 +5 Feral Power +5 +4

BEAST TAMER is targeted by a direct melee or ranged attack (but not an


area effect), he can subject himself to the attack in the
REQUIREMENTS ally’s stead. If the attack hits the Beast Tamer, he takes
Base Attack Bonus: +2
damage normally. If it misses, it also misses the ally. The
Skills: Handle Animal 6 ranks, Survival 6 ranks, Treat
Beast Tamer must declare his intention to place himself
Injury 6
in harm’s way before the attack roll is made. He selects
Feats: Moujuu Aishou
his animal companion either prior to combat or
CLASS INFORMATION immediately after the shinobi makes his initiative check.
Hit Die: d8 The animal companion cannot be changed for the
Action Points: 6 + ½ character level, rounded down. duration of the combat. His animal companion(s) may
CLASS SKILLS also use this ability under the same restrictions.
The Beast Tamer's class skills are Balance (Dex), Climb ANIMAL TALENT TREE
(Str), Handle Animal (Cha), Hide (Dex), Intimidate Choose one of the following Talents. A Talent cannot be
(Cha), Jump (Str), Listen (Wis), Move Silently (Dex), chosen twice unless specified.
Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), Animal Tricks: The Beast Tamer’s animal
Taijutsu (Str), Treat Injury (Wis), Tumble (Dex). companion(s) are far stronger than most, he is treated as
Skill Points: 5 + Int modifier. being 2 levels higher. Special: This talent may be taken
CLASS FEATURES multiple times, its effects stack.
ANIMAL MASTERY TALENT TREE Fearless Companion: Your animal(s) gains +5 morale
Choose one of the following Talents. A Talent cannot bonus to will saves against fear.
be chosen twice unless specified. Indomitable Companion: The animal may remove the
Animal Coordination: You may spend a full round condition fatigued, exhausted or stunned (by poison or
action to give your animal companion(s) +2 to attack technique) with a successful will saving throw DC 15.
rolls, only useable once per encounter, the effect lasts Only usable once per encounter.
the whole encounter. FEROCITY TALENT TREE
Speak with Animals: The Beast Tamer is able to Choose one of the following Talents. A Talent cannot be
communicate verbally with any animal of the same type chosen twice unless specified.
as his companion, as though affected by the speak with
Frenzy: You may spend one action point to go into
animals spell constantly. This ability only works when
Frenzy. The Beastmaster can enter a Frenzy during
his animal companion is within 30 feet.
combat. While frenzied, he gains a +4 bonus to his
Speak (Speak with Animals): Your animal companions
Strength and, if he makes a full-attack action, gains a
have developed the ability to speak your native
single extra attack each round at his highest attack
language.
bonus. This effect is not cumulative with other effects
Best Friends (Requires Animal Coordination): Once
that grant extra attacks.
per round, if the Beast Tamer is adjacent to an ally who
However, he also takes a -4 penalty to Defense and Empowered Frenzy (Frenzy): If your chakra pool
takes 2 points of damage per round (or 2 points of non- contains 50% or more of your maximum chakra pool you
lethal damage under the cumulative non-lethal damage gain +2 Str and +2 Dexterity while in Frenzy.
rules). A Frenzy lasts for a number of rounds equal to 4 Greater Frenzy (Requires Frenzy and 1 other Feral):
+ the Beast Tamer's Constitution modifier. To end the The Beast Tamer’s is far more controlled and powerful
Frenzy before its duration expires, the character may in his Frenzy. The bonus to Strength score he gains is
attempt a Will save (DC 20) once per round as a free increased to +6, and he gains a +4 bonus to Will saves
action. Success ends the Frenzy immediately; failure made to control the effects of his Frenzy, and against fear
means it continues. The effects of Frenzy stack with effects while Frenzying.
those from any rage ability the character may have. Feral Combat: Your grow long fingernails (and sharp
At 1st level, the character can enter Frenzy once per teeth) and you gain a natural attack that does 1d6
day. Every 4 levels afterwards (5th, 9th levels), he gains slashing damage as a claw attack. The Beast Tamer
an additional use per day of this ability. Regardless of the counts as though he was armed when making unarmed
level of the Beastmaster, he may not use this ability more "feral combat" attacks. Feral combat attacks are still
than once per encounter. considered unarmed, and feats and abilities that benefit
The character can enter Frenzy as a free action unarmed attacks, such as the weapon focus (unarmed)
anytime during his turn. In addition, whenever the feat or the combat martial arts tree also apply normally.
character takes enough damage to equal to one quarter Improved Feral Combat (Feral Combat): Your claws
of his total hit points, he enters a Frenzy at the start of and fangs become sharper, your natural attack does 1d8
his next action, as long as he has any daily use of the now.
ability left. In order to avoid doing so, he must succeed a Greater Feral Combat (Feral Combat and Imp Feral
Will save (DC 20) at the start of his next turn. He must Combat): Your claws and fangs are the ultimate weapon;
make another save every further quarter of his hit points your natural attack grows to 1d10.
he loses. VETERINARY TALENT TREE
While frenzied, the character cannot use any Choose one of the following Talents. A Talent cannot be
Charisma-, Dexterity-, or Intelligence-based skills chosen twice unless specified.
(except Intimidate), the Concentration skill or any Improved Treat Injury: The Beast Tamer may reroll
abilities that require patience or concentration, nor can any treat injury check made for an animal. But he must
he perform Chakra Control, Genjutsu or Ninjutsu keep the second roll even if it is worse. He may spend an
techniques, and can only perform Taijutsu that do not action point afterwards to keep the better of both rolls.
require the Concentration component. Improved Animal Heal: When restoring hit points
During Frenzy, the Beastmaster must attack those he with a medical kit to an animal the Beast Tamer restores
perceives as foes to the best of his ability. Should he run the double amount of hit points to his animal
out of enemies before his Frenzy expires, his rampage companion.
continues. He must then attack the nearest creature Improved Animal Care: When an animal is subject to
(determine randomly if several potential foes are long-term care of the Beast Tamer he regains the double
equidistant) and fight that opponent without regard to amount of hit points and ability points for a full day rest.
friendship or health (the target's or his own). In this case, Undying Friendship (Requires 2 other Veterinary
the DC to cancel the Frenzy is equal a DC 20 – Beast Talents): When a Beast Tamer is healing a companion
Tamer’s class levels. that is at -1 or less hit points, the user may spend an
When a Frenzy ends, the Beast Tamer is fatigued for action point and heal for triple the normal amount his
the duration of the encounter. If the character is still medical kit or medical Ninjutsu would heal for.
under the effect of a rage ability, the fatigued condition
does not apply until the rage ends—at which point the
FERAL POWER
Choose one of the following Feral Powers. A Feral
character is exhausted, not merely fatigued.
Power cannot be chosen twice unless specified.
Inspire Frenzy (Frenzy and 1 other Feral Talent):
Animal Aspect (Requires 4 other Feral Powers): At
When the Beast Tamer enters Frenzy, if his animal
10th level, the Beast Tamer is able to manifest an aspect
companion is within 50 feet, it enters Frenzy as well.
of his animal companion. If the character has a
The frenzied animal attacks the same creature as the
companion not on the following list, an ability should be
Beast Tamer, and leaves Frenzy at the same time as the
assigned by the GM. All of these abilities can be
character, without needing to make a save.
manifested while frenzied.
Ape: The Beast Tamer can always take 10 on Climb day. It requires the Beast Tamer to meditate for 1
checks, and gains a Climb speed equal to his normal minute.
speed. Endurance: You can use this ability only once per day
Bear: The Beast Tamer can use the Improved Grab and once per encounter. When you spend one action
ability once per encounter if he hits with two Feral point you may regain half your level d6, in hp and
Combat attacks in one round. chakra. Special: This power can be taken multiple times.
Boar: When the Beast Tamer's hit points reach below You gain additional uses per day, but it does not increase
0 (–1 to –9), he is still able to move as though disabled the times per encounter you can use it.
instead of being unconscious, making either an attack or Feral Action Point Recovery (Requires Frenzy): When
move action every round until he reaches –10 hit points you spend an action point during Frenzy or to enter it,
and die, or his hit points return to 1 or higher. you regain it at the end of the encounter. Special: This
Cheetah: Once per hour, the Beast Tamer is able to power can be taken multiple times its effect stack.
move at 10 times his speed when Charging. Feral Combat Mastery: Choose a single Taijutsu
Dog: The Beast Tamer gains the Scent exceptional martial arts technique, that could be used in
ability, and a +4 bonus to Survival checks made when combination with feral combat. The Beast Tamer may
tracking. take 10 on the Taijutsu and conversion check even when
Hawk: The character gains the low-light vision ability threatened or distracted. Special: You can select this
and a +8 bonus to Spot check in daylight. power multiple times, every time you select it, it applies
Hyena: The Beast Tamer gains the Scent exceptional to a different Taijutsu technique. He can use this
ability, and a +4 bonus to Hide checks when hiding in technique during Frenzy and does NOT suffer from the
tall grass or heavy undergrowth. level requirement. (So, a 10th level character can still use
Owl: The Beast Tamer gains the low-light vision rank 10 Taijutsu techniques instead of rank 5 only.)
ability and a +4 bonus to Listen and Move Silently Feral Combat Prowess (Requires Feral Combat):
checks. When using the feral combat style his damage increases
Snake: The Beast Tamer can use the Improved Grab by one size category (1d4 becomes 1d6, 1d6 becomes 1d8
ability once per encounter if he hits with a Feral Combat etc.). Special: You may select this power multiple times,
attacks. its effects stack.
Tiger: Once per encounter, the Beast Tamer may make Critical Feral Combat (Requires Feral Combat): The
full-attack action during a charge. claws and fangs of the Beast Tamer have a critical threat
Wolf: The Beast Tamer gains the Scent exceptional range of 19-20. Special: This power stacks with
ability, and a +4 bonus to Survival checks made when Improved Critical.
tracking. If the Beast Tamer has more than one animal Improved Frenzy (Requires Frenzy): When in Frenzy
companion, the animal aspect can be changed once per the Beast Tamer can still use dexterity based skills and
chakra control, but only if he is trained in them.
TABLE: THE CHAKRA FIGHTER
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +2 +1 +0 Chakra-Enhanced Melee +1 +0 +1 / +2
2nd +2 +3 +2 +0 Bonus Feat +1 +0 +2 / +4
3rd +3 +3 +2 +1 Empowered Strength +2 +1 +3 / +6
4th +4 +4 +2 +1 Bonus Feat +2 +1 +4 / +8
5th +5 +4 +3 +1 Chakra Explosion +3 +1 +5 / +10

CHAKRA FIGHTER The chakra fighter has the ability to deal massive
damage with a single swing by empowering his fist with
The Chakra Fighter is a shinobi who utilizes chakra chakra. At the cost of 2 chakra per die, the chakra fighter
control to enhance their Taijutsu, unleashing may add 1 die of appropriate size to his damage rolls. (Up
devastating physical attacks onto their foes. to 1 die per level of Chakra Fighter) This ability is
REQUIREMENTS considered a full-attack action, and it stacks with the
chakra fighter’s Chakra-Enhanced Melee ability.
Base Attack Bonus: +4
Skills: Chakra Control and Taijutsu 6 ranks. CHAKRA EXPLOSION
Feats: Taijutsu Adept, Combat Martial Arts and Three times per day, the chakra fighter can make a
Harmony. slam attack that harnesses a large amount of chakra.
Special: None First, the user must make a Chakra Control check (DC
15) to gather the chakra into his limb of choice. Then the
CLASS INFORMATION user slams the ground. The attack causes an explosion
Hit Die: d8 that erupts in a 10-foot radius around the user. Anyone
Action Points: 6 + ½ character level, rounded down. caught in the area of effect takes 10d6 damage which can
be halved by a successful Reflex save (DC 10+ character’s
Class Skills Strength Modifier + Chakra Fighter Level). Anyone
The Chakra Fighter's class skills are Balance (Dex),
within 10 feet of the original area of effect must succeed
Chakra Control (Wis), Concentration (Con), Climb (Str),
a Reflex save of the same amount or else suffer 2d6 points
Jump (Str), Listen, (Wis), Profession (Wis), Spot (Wis),
of damage and fall prone. This ability is considered a full-
Survival (Wis), Swim (Str), Taijutsu (Str), Tumble (Dex).
attack action.
Skill Points: 5 + Int modifier.
BONUS FEAT
CLASS FEATURES Choose a feat from among the following, for which
CHAKRA-ENHANCED MELEE you must meet any prerequisites: Brawl, Chakra
The Chakra Fighter is able to strengthen his melee Penetration, Chuunin, Defensive Martial Arts,
attacks by focusing chakra into his hands and feet during Empowered Resilience, Flawless Form, Greater Chakra
physical combat. Every time the user makes a successful Penetration, Improved Brawl, Improved Chakra Pool,
melee attack, the Chakra Fighter adds a bonus to his Innate Control, Jounin, Power Critical, Streetfighting,
damage rolls equal to his Chakra Fighter levels. Superior Combat Martial Arts.
EMPOWERED STRENGTH
TABLE: THE CHEMIST
Level BaB Fort Ref Will Special Def Rep
1st +0 +2 +0 +0 Poison Crafter, Sneak Attack (+1d6) +0 +0
2nd +1 +3 +0 +0 Potent Poisoner (+1) +1 +0
3rd +2 +3 +1 +1 Potion Crafter +1 +1
4th +3 +4 +1 +1 Potent Poisoner (+2) +1 +1
5th +3 +4 +1 +1 Master Poison Maker, Sneak Attack (+2d6) +2 +1
6th +4 +5 +2 +2 Potent Poisoner (+3) +2 +2
7th +5 +5 +2 +2 Master Potion Maker +2 +2
8th +6 +6 +2 +2 Potent Poisoner (+4) +3 +2
9th +6 +6 +3 +3 Sneak Attack (+3d6) +3 +3
10th +7 +7 +3 +3 Potent Poisoner (+5), Apotheosis of the Yonbi, Elixir of the Yonbi +3 +3

CHEMIST critical hits and sneak attacks, or who have concealment,


do not suffer extra damage. This extra damage is 1d6 at
REQUIREMENTS 1st level, and it increases to 2d6 at 5th level, and 3d6 at
Skills: Craft (Pharmaceutical) 8 ranks, Knowledge (Earth 9th level. If the chemist gains a bonus to sneak attack
and Life Sciences) 8 ranks. from another source, the bonuses stack.
Feats: Craft Poisons, Craft Shinobi Drugs POTION CRAFTER
Special: Must have crafted at least four different poisons Not all chemistry is dangerous, and some can be
and successfully used them. beneficial--at least, beneficial after the pain goes away.
CLASS INFORMATION The chemist gains a +4 bonus to Craft (Pharmaceutical)
checks made to create shinobi drugs or Cure Potions. She
Hit Die: d6
also reduces the XP Cost of creating either of these items
Action Points: 6 + ½ character level, rounded down.
by 1/2.
CLASS SKILLS
The Chemist's class skills are Balance (Dex), Chakra
MASTER POISON MAKER
The chemists' skill with poison making grows greater,
Control (Wis), Concentration (Con), Craft (chemical,
and she gains another +4 bonus to Craft (Chemical)
pharmaceutical) (Int), Fuinjutsu (Int), Genjutsu (Cha),
checks to create poisons. She reduces the purchase DC
Hide (Dex), Jump (Str), Knowledge (earth and life
for material costs of poisons she crafted by another 5.
science, current events, ninja lore, popular culture) (Int),
The chemist, through trial and error, learns how to craft
Listen (Wis), Move Silently (Dex), Ninjutsu (Int),
a great and dangerous poison: Black Widow Venom.
Profession (Wis), Read Language (None), Speak
Language (None), Spot (Wis), Survival (Wis), Treat MASTER POTION MAKER
Injury (Wis), Tumble (Dex). Where there is death, there is also life. The chemists'
Skill Points: 5 + Int modifier. skill with potion making allows her to craft Cure Potions
with Craft (Pharmaceutical) checks in the place of Craft
CLASS FEATURES (Calligraphy) checks. Further, she gains another +4
POISON CRAFTER bonus to Craft (Pharmaceutical) checks to create shinobi
The chemist gains the ability to craft poisons with
drugs or Cure Potions. Finally, she reduces the purchase
exceptional skill. She gains a +4 bonus to Craft
DC for material costs of drugs or Cure Potions by 5.
(Chemical) checks in order to create poisons. She further
reduces the Purchase DC for materials by 5 for all APOTHEOSIS OF THE YONBI
poisons he crafts. The chemist, having either accidentally or
intentionally poisoned herself thousands of times,
SNEAK ATTACK becomes capable of drinking the most dangerous poisons
This ability functions as the Ninja Scout sneak attack
as if they were afternoon tea. The chemist becomes
ability. If she can catch an opponent when he is unable
immune to poison, and no longer suffers any negative
to defend himself effectively from her attack, she can
side effects of shinobi drugs she ingests. She still gains
strike a vital spot for extra damage. Creatures immune to
the positive benefits of such drugs.
ELIXIR OF THE YONBI nauseated, sickened, stunned, and poisoned. It also cures
A secret formula unearthed only by the insane 10 hit points of damage per level of the creator, to a
chemists willing to use their own life essence in a truly maximum of 150 points at 15th level. Creatures are
grand poison. Once per day, the chemist may use this allowed a Will Save to resist the effect of a Yonbi Elixir
ability. Using this ability requires the chemist to provide at a DC equal to 10+1/2 the Chemists' level + the
a vial of poison or a Cure Potion, and the poison or Chemists' Wisdom modifier.
potion is destroyed in the process. The poison or potion A poisonous elixir provides 1 dose of an injury and
converts into a bubbling vial of green liquid that will ingested poison that deals 10 points of damage per
either slay another creature outright, or bring a creature creator level (to a maximum of 150 points at 15th level).
back to its peak physical condition. The chemist chooses If the creature successfully saves, harm deals half this
to either craft a Healing Elixir or Poisonous Elixir, and amount, but it cannot reduce the target’s hit points to
once she has chosen the choice is irreversible. A healing less than 1. Creatures are allowed a Will Save to resist
or poisonous elixir lasts a number of weeks equal to the the effect of a Yonbi Elixir at a DC equal to 10+1/2 the
creators' chemist level divided by 2. Chemists' level + the Chemists' Wisdom modifier.
A healing elixir provides 1 dose that wipes away injury An Elixir of the Yonbi bypasses all poison immunity,
and afflictions. It immediately ends any and all of the and may poison creatures normally immune to those
following adverse conditions affecting the Target: ability methods or who lack discernible anatomy.
damage, blinded, confused, dazed, dazzled, deafened,
diseased, exhausted, fatigued, feebleminded, insanity,
TABLE: THE CLANSMAN
Level BaB Fort Ref Will Special Def Rep Chakra
1st +0 +2 +1 +0 Track +1 +1 +1 / +2
2nd +1 +3 +2 +0 Clan Reputation +2 +1 +2 / +4
3rd +2 +3 +2 +1 Bonus Feat +2 +1 +3 / +6
4th +3 +4 +2 +1 Tribal Instincts +3 +2 +4 / +8
5th +3 +4 +3 +2 Commanding Presence +4 +2 +5 / +10
6th +4 +5 +3 +2 Bonus Feat +4 +2 +6 / +12
7th +5 +5 +4 +3 Clan Technique Prowess +5 +3 +7 / +14
8th +6 +6 +4 +3 Power of the Clan +6 +3 +8 / +16
9th +6 +6 +4 +4 Bonus Feat +6 +3 +9 / +18
th
10 +7 +7 +5 +4 Clan Elite +7 +4 +10 / +20

CLANSMAN At first level, the Clansman gains the Track feat for
free. In addition, the Clansman can Track at his normal
Before the Five Great Nations formed, the ninja world speed without taking a -5 penalty to his Survival check.
was shaped by individual clans that were essentially
CLAN REPUTATION
isolated groups that constantly warred with one another.
The Clansman is granted a +2 circumstance bonus to
The elderly still remember the days when clans were
all Diplomacy, Gather Information and Intimidate
entirely separated and villages hadn’t been formed. Even
checks due to their renowned stature as a member of
today, clans are still prevalent. And the members of
their respective clan.
these clans are skilled individuals who lead a life of
dedication to their respective clans. TRIBAL INSTINCTS
The Clansman is taught at a young age how to survive
REQUIREMENTS: in any situation. Because of this, the Clansman gains a +2
Skills: Knowledge (Nin Lore) 15 ranks, Survival 15 ranks, on all Hide, Listen, Move Silently, Spot and Survival
and 12 ranks in either Diplomacy or Intimidate. checks.
Feats: Chuunin, Nin Weapons Proficiency, and one of COMMANDING PRESENCE
the following: Fuinjutsu Adept, Genjutsu Adept, The Clansman acts a general to those around him and
Harmony, Ninjutsu Adept or Taijutsu Adept. he commands a lot of respect. When in combat, the
Special: Must be a member of a specific clan. (See Clansman gives off an aura of strength and resolve that
Starting Occupations) others will follow. The Clansman grants his comrades a
CLASS INFORMATION +1 morale bonus to attack rolls, damage rolls, saves and
skill checks while in combat.
Hit Die: d8
Action Points: 7 + ½ character level, rounded down. CLAN TECHNIQUE PROWESS
The power of your clan runs strong in your blood. The
CLASS SKILLS sacred techniques of your people come to you as
The Clansman’s class skills are Balance (Dex), Chakra
naturally as breathing. Three times per day, the
Control (Wis), Climb (Str), Concentration (Con), Hide
Clansman may use a clan-specific technique at no cost to
(Dex), Jump (Str), Knowledge (ninja lore) (Int), Listen
the user. (This includes Village techniques if specified by
(Wis), Move Silently (Dex), Ninjutsu (Int), Read
the clan; see Starting Occupations or added supplements)
Language (Any), Ride (Dex), Search (Int), Sleight of
Hand (Dex), Speak Language (Any), Spot (Wis), Survival POWER OF THE CLAN
(Wis), Swim (Str) Taijutsu (Str), Tumble (Dex). The Clansman trains extensively with the knowledge
Skill Points: 5 + Int modifier. passed down from his fellow clan members. They
become invariably strong in the ways of their people.
CLASS FEATURE The Clansman may allocate 2 points into his ability
TRACK
scores.
CLAN ELITE
The Clansman has worked his way up the proverbial Expertise, Combat Martial Arts, Combat Reflexes,
ladder within his clan’s ranks. The Clansman’s strength Defensive Martial Arts, Dodge, Educated, Focused,
is comparable to that of a Kage. The Clansman gains a +2 Genjutsu Adept, Grand Master, Great Fortitude,
dodge bonus to defense, and a +1 bonus to attack and Harmony, Iron Will, Retrieval Expert, Improved Brawl,
damage rolls and all saving throws. Improved Chakra Pool, Improved Combat Martial Arts,
BONUS FEATS Improved Disarm, Lightning Reflexes, Mobility,
Choose a feat from among the following, for which Ninjutsu Adept, Power Attack, Stealthy, Streetfighting,
you must meet any prerequisites: Agile Riposte, Armor Taijutsu Adept, Talented Shinobi, Weapon Focus.
Proficiency (Any), Athletic, Brawl, Cleave, Combat
TABLE: THE DAO SHI MONK
Level BaB Fort Ref Will Special Def Rep
1st +1 +1 +2 +0 Dao Shi Style +1 +0
2nd +2 +2 +3 +0 Stance Mastery +2 +0
3rd +3 +2 +3 +1 Chakra Control Mastery +2 +1

DAO SHI MONK This defensive style of fighting involves a high level of
perception, anticipation, and overall skill. Those who
The Dao Shi Monk is a rarity in the ninja world who learn this special martial art soon become renowned for
focuses his attention on practicing the martial art of Dao their patience and precision. When the Dao Shi Monk is
Shi, a fluid style of defensive martial arts that combines fighting unarmed, he may fight defensively without
the strength of Taijutsu with advanced chakra control suffering a penalty to attack rolls (This cannot be used in
manipulation. This style has been passed down from conjunction with the Combat Expertise feat). In
generation to generation within the Myugan addition, any time a creature enters the Dao Shi Monk’s
community. threat range, he may take an attack of opportunity at his
REQUIREMENTS highest attack bonus. He may not take more than one
attack of opportunity per round (unless he has taken the
Base Attack Bonus: +3
Combat Reflexes feat).
Skills: Chakra Control 9 ranks, Taijutsu 9 ranks.
Feats: Defensive Martial Arts, Harmony, Taijutsu Adept. STANCE MASTERY
Special: Must have 3 Stance Taijutsu techniques. The Dao Shi monk quickly becomes a master of Taijutsu
Stances, and uses them frequently to lure enemies in
CLASS INFORMATION before striking with devastating precision. The character
Hit Die: d8 may learn Stance Taijutsu techniques that are 2 ranks
Action Points: 7 + ½ character level, rounded down. higher than his level, and gains a +1 bonus to learn and
CLASS SKILLS perform checks.

The Dao Shi Monk's class skills are Balance (Dex), Bluff
CHAKRA CONTROL MASTERY
The Dao Shi Monk gains a natural affinity for chakra
(Cha), Chakra Control (Wis), Concentration (Con),
control and becomes a master of techniques that utilize
Escape Artist (Dex), Listen (Wis), Profession (Wis),
it. The character may learn Chakra Control techniques
Sense Motive (Wis), Spot (Wis), Survival (Wis), Taijutsu
that are 2 ranks higher than his level, and gains a +1
(Str), Tumble (Dex).
bonus to learn and perform checks.
Skill Points at Each Level: 5 + Int modifier.
CLASS FEATURES
DAO SHI STYLE
TABLE: THE DEFT SKIRMISHER
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +0 +2 +1 Elusive Talent, Quick Draw +1 +0 - / +1
2nd +2 +0 +3 +2 Bonus Feat +2 +0 +1 / +2
3rd +3 +1 +3 +2 Elusive Talent, Combat Flow +2 +0 +1 / +3
4th +4 +1 +4 +2 Bonus Feat, Sneak Attack +1d6 +3 +0 +2 / +4
5th +5 +1 +4 +3 Elusive Talent, Tactical Action +4 +1 +2 / +5
6th +6 +2 +5 +3 Bonus Feat +4 +1 +3 / +6
7th +7 +2 +5 +4 Elusive Talent, Surge of Speed +5 +1 +3 / +7
8th +8 +2 +6 +4 Bonus Feat, Sneak Attack +2d6 +6 +1 +4 / +8
9th +9 +3 +6 +4 Elusive Talent, Burst of Speed +6 +2 +4 / +9
10th +10 +3 +7 +5 Bonus Feat +7 +2 +5 / +10

DEFT SKIRMISHER or a +2 Dodge bonus against a single specific opponent.


She cannot use this bonus when she is flat footed or
REQUIREMENTS otherwise denied her Dexterity bonus to Defense. In
Base Attack Bonus: +2 addition, a Deft Skirmisher with this talent can acquire
Skills: Balance 3 ranks, Taijutsu 6 ranks, Tumble 6 ranks feats and talents that have the Dodge feat as a
Feat: Weapon Finesse prerequisite, even if the Deft Skirmisher does not possess
CLASS INFORMATION the actual feat.
Catlike Reflexes (Requires 1 other Talent): The Deft
Hit Die: d8 Skirmisher has remarkably keen reactions, enabling her
Action Points: 6 + 1/2 character level, rounded down to excel at certain skills. The Deft Skirmisher with this
CLASS SKILLS talent adds her base Reflex saving throw bonus to all
Hide checks.
The Deft Skirmisher's class skills are Balance (Dex),
Creeping Reflexes (Requires 2 other Talents): The Deft
Chakra Control (Wis), Concentration (Con), Disable
Skirmisher has remarkably keen reactions, enabling her
Device (Int), Gather Information (Cha), Hide (Dex),
to excel at certain skills. The Deft Skirmisher with this
Jump (Str), Knowledge (Tactics), Listen (Wis), Move
talent adds her base Reflex saving throw bonus to all
Silently (Dex), Ninjutsu (Int), Profession (Wis), Read
Move Silently checks.
Language (None), Ride (Dex), Search (Int), Sleight of
Improved Fancy Footwork (Requires Fancy
Hand (Dex), Speak Language (None), Spot (Wis),
Footwork): The Deft Skirmisher gains a +2 dodge bonus
Survival (Wis), Taijutsu (Str), Tumble (Dex).
against all attacks directed at him, provided he is not flat
Skill Points: 5 + Int modifier.
footed or otherwise denied his Dexterity bonus to
CLASS FEATURES Defense.
QUICK DRAW Celeritous Skulking (Requires Slipper and Creeping
The Deft Skirmisher being able to react to almost any Reflexes): The Deft Skirmisher with this talent can move
provocation, gains the Quick Draw feat, if they already at normal speed without suffering the –5 penalty to his
possess this feat they may select another in its place from Hide check.
the Bonus Feat list. Redirecting Dodge (Requires Dodge (f) BaB +7):
ELUSIVE TALENT TREE Should an opponent against whom the Deft Skirmisher
Choose one of the following Talents. A Talent cannot is receiving the bonus from her Dodge feat (or the fancy
be chosen twice unless specified: footwork talent) attack her while flanking her, she may
Slippery: A Deft Skirmisher with this talent gains a +3 be able to turn the attack against the opponent’s flanking
bonus to all Escape Artist checks, including those made partner. If the attack against the Deft Skirmisher misses,
to escape a grapple. she can spend an Action Point to dodge out of the way
Fancy Footwork: Each round, on his initiative, the successfully. This tactic causes the opponent to skewer
Deft Skirmisher may choose to either gain a +1 Dodge the ally who helps create the flank, imposing its result
bonus to his Defense against all attacks directed at her, against that ally. The opponent does not reroll the attack.
Use the result of the original attack roll against the ability. When the character is subject to a melee or
flanking target. Note that the Deft Skirmisher decides to melee touch attack, he can attempt a Tumble check as a
spend the Action Point after seeing the attack’s results, reaction to negate the hit. The hit is negated if your
allowing her to gauge whether the strike has a chance to Tumble result is greater than the opponent’s attack roll.
hit the enemy. SNEAK ATTACK
Rapid Precision (Requires 1 other Talent): The swift This ability functions as the Ninja Scout sneak attack
melee blows of the Deft Skirmisher strike with such ability. If he can catch an opponent when he is unable
speed and accuracy that the damage is increased by the to defend himself effectively from his attack, he can
character’s Dexterity modifier in addition to his Strength strike a vital spot for extra damage. Creatures immune to
modifier. critical hits and sneak attacks, or who have concealment,
Full Alert: The Deft Skirmisher gets a +4 circumstance do not suffer extra damage.
bonus on initiative checks. This bonus stacks with the This extra damage is 1d6 at 4th level, and it increases
one provided by the Improved Initiative feat. by 1d6 at 8th level. If the Deft Skirmisher gains a bonus
Improved Evasion (Requires Full Alert, Evasion (a)): If to sneak attack from another source, the bonuses stack.
the Deft Skirmisher is exposed to any effect that
normally allows a character to attempt a Reflex saving
TACTICAL ACTION
The Deft Skirmisher may use this ability once per
throw for half damage (such as getting caught in a
encounter. At the beginning of any round, the Deft
grenade blast), the Deft Skirmisher suffers no damage if
Skirmisher may raise her Initiative by +2. This must be
they make a successful saving throw and only half
declared before the combatant with the highest
damage on a failed save. Improved evasion can only be
initiative begins his action.
used when wearing light armor or no armor.
Heightened Reflexes (Requires Full Alert, Improved SURGE OF SPEED
Evasion (a)): The Deft Skirmisher can choose to take 10 The Deft Skirmisher may use this ability once per
on any Reflex saving throw. They may also spend 1 encounter. At the beginning or end of the Deft
action point to gain a +10 bonus on a Reflex saving Skirmisher’s round, the Deft Skirmisher gains an
throw. They may choose to take 10, spend an action additional move action to be used at her discretion.
point to gain the +10 bonus, or both. BURST OF SPEED
Quick: By spending one Action Point, the Deft The Deft Skirmisher may use this ability once per day.
Skirmisher begins moving so rapidly that all attacks At the beginning or end of the Deft Skirmisher’s round,
against him suffer a miss chance of 20%. This miss the Deft Skirmisher gains an additional attack action to
chance persists for 3 rounds plus 1 round per Deft be used at her discretion.
Skirmisher level.
BONUS FEAT
Quicker (Requires Quick): When the hero spends an
Choose a feat from among the following, for which
Action Point to gain a miss chance, that chance is
you must meet any prerequisites: Action Boost, Action
increased by 10% (total 30%).
Point Recovery, Advanced Dodge, Combat Expertise,
Quickest (Requires Quicker): When the hero spends
Combat Instincts, Combat Martial Arts, Combat
an Action Point to gain a miss chance, that chance is
Reflexes, Deflect Arrows, Flick of the Wrist, Improved
increased by 10% (total 40%).
Combat Expertise, Improved Two Weapon Defense,
Quickest of Them All (Requires Quickest): When the
Improved Two Weapon Fighting, Neck Hairs Raise,
hero spends an Action Point to gain a miss chance, that
Precise Strike, Smart Defense, Superior Combat Martial
chance is increased by 10% (total 50%).
Arts, Supernatural Strike, Two Weapon Defense, Two
COMBAT FLOW Weapon Fighting
Once per round, as an immediate action and at the cost
of 4 points of chakra, the Deft Skirmisher can use this
TABLE: THE DERVISH DANCER
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +0 +2 +2 Dervish Dance 1, Movement Mastery, Quick Draw +1 +0 - / +1
2nd +2 +0 +3 +3 Fast Movement +5 ft. Spring Attack +2 +1 +1 / +2
3rd +3 +1 +3 +3 Dance of Death, Fast Movement +10 ft., Dervish Dance 2 +2 +1 +1 / +3
4th +4 +1 +4 +4 Improved Reaction +3 +1 +2 / +4
5th +5 +1 +4 +4 Fast Movement +15 ft., Dervish Dance 3 +4 +2 +2 / +5
6th +6 +2 +5 +5 Elaborate Parry, Tireless Dance +4 +2 +3 / +6
7th +7 +2 +5 +5 A Thousand Cuts, Dervish Dance 4 +5 +2 +3 / +7

DERVISH DANCER If a Dervish Dancer wields a slashing weapon while in


a Dervish Dance, she gains a bonus on her attack,
Wild, exotic, and as dangerous as her whirling blades, damage rolls, and Defense as a Dodge bonus. This bonus
the Dervish Dancer epitomizes speed, quickness, and is +1 at 1st level, and it increases by an extra +1 at every
abandon. Her motions appear to be as random as they odd-numbered level thereafter.
are graceful, but the steps of her lethal dance play out A Dervish Dancer may only perform a Dervish Dance
according to their own rhythm. while wielding a slashing weapon (she may use a double
REQUIREMENTS weapon, or multiple weapons, only if both ends of the
weapon or all weapons are of the slashing type) or
Base Attack Bonus: +5
unarmed if she possesses the Shifting Fist feat and uses
Skills: Perform (dance) 5 ranks, Tumble 5 ranks
slashing damage. She cannot perform a Dervish Dance in
Feats: Combat Expertise, Dodge, Weapon Focus (any
any armor heavier than light or if she is using a shield.
slashing weapon).
While dancing, a Dervish Dancer cannot use skills or
CLASS INFORMATION abilities that involve concentration or require her to
Hit Die: d10 remain still, such as Move Silently, Hide, or Search. A
Action Points: 7 + ½ character level, rounded down. Dervish Dancer can also use the Combat Expertise feat
while in a dance. A Dervish Dancer cannot perform a
CLASS SKILLS Dervish Dance while under the effect of a rage or frenzy
The Dervish Dancer's class skills are Balance (Dex), ability. A Dervish Dancer can perform a Dervish Dance
Chakra Control (Wis), Craft (Int), Escape Artist (Dex), only once per encounter. A Dervish Dance lasts 1 round
Genjutsu (Cha), Jump (Str), Listen (Wis), Ninjutsu (Int), for every two ranks of Perform (dance) that the
Perform (Cha), Profession (Wis), Swim (Str), Taijutsu character has. At the end of a Dervish Dance, the
(Str), and Tumble (Dex) character becomes fatigued for the duration of the
Skill Points: 3 + Int modifier. encounter (unless she is a 6th level Dervish Dancer, at
CLASS FEATURES which point this limitation no longer applies).

DERVISH DANCE MOVEMENT MASTERY


A Dervish Dancer can become a whirling dancer of A Dervish Dancer is so certain of her movements that
death a certain number of times per day. While in this she is unaffected by adverse conditions. When making a
Dervish Dance, she can take a full attack action (for Balance, Jump, Perform (dance), or Tumble check, she
melee attacks only) and still move up to her speed. may take 10 even if stress and distraction would
However, the Dervish Dancer must move a minimum of normally prevent her from doing so.
5 feet between each attack when using this ability, and SLASHING BLADES
she cannot return to a square she just exited (though she At 1st level, a Dervish Dancer gains the Quick Draw
may return to that square later during her full attack). feat.
The Dervish Dancer is subject to attacks of opportunity
FAST MOVEMENT
while dancing, but may tumble normally as part of her
At 2nd level and higher, a Dervish Dancer gains an
move. A Dervish Dancer prevented from completing her
enhancement bonus to her speed. A Dervish Dancer in
move is also prevented from finishing her full attack.
any armor heavier than light or carrying a medium or TIRELESS DANCE
heavy load loses this bonus. When a Dervish Dancer reaches 6th level, the
character no longer becomes fatigued for the duration of
SPRING ATTACK the encounter at the end of a Dervish Dancer dance.
At 2nd level, a Dervish Dancer gains the Spring Attack
feat, even if she does not meet the prerequisites. A THOUSAND CUTS
When a Dervish Dancer reaches 7th level, once per
DANCE OF DEATH day she may double the number of melee attacks she
At 3rd level, a Dervish Dancer gains the benefit of the
makes while performing a full attack action (whether in
Cleave feat while performing a Dervish Dance, even if
a Dervish Dancer dance or not). If a Dervish Dancer uses
she does not meet the prerequisites for the feat. She does
this ability in conjunction with her Dervish Dancer
not have to move 5 feet before making the extra attack
dance, she can make up to two attacks between moves.
granted by this ability.
The Dervish Dancer also gains the benefit of the Great
IMPROVED REACTION Cleave feat with slashing weapons while performing a
When she attains 4th level, a Dervish Dancer gains a thousand cuts, even if she does not meet the
+2 bonus on initiative rolls. prerequisites. She does not have to move 5 feet before
ELABORATE PARRY making any extra attacks granted by this ability. A
When she attains 6th level, a Dervish Dancer gains an Dervish Dancer using this ability can receive an extra
extra +4 bonus to Armor Class when she chooses to fight attack action.
defensively or use all-out defense in melee combat, this
is on top of her normal bonuses for these actions.
TABLE: THE ELEMENTAL MASTER
Level BaB Fort Ref Will Special Def Rep Chakra
1st +0 +0 +1 +2 Elemental Amplification, Talent +1 +1 +1 / +4
2nd +1 +0 +2 +3 Elemental Power +1 +1 +3 / +8
3rd +2 +1 +2 +3 Elemental Power, Talent +2 +1 +5 / +12
4th +3 +1 +2 +4 Elemental Power, +2 +2 +7 / +16
5th +3 +1 +3 +4 Elemental Power, Talent +3 +2 +9 / +20

ELEMENTAL MASTER Practiced Ninjutsu (Requires Smart Ninjutsu talent):


You can take 10 on your Ninjutsu check to execute a
The Elemental Master is an authority on elemental technique, even if you are distracted or threatened.
jutsus. Their prowess enables them to warp and twist Wise Ninjutsu (Requires Smart Ninjutsu talent): As
their jutsu in new and bizarre manners. The fastest path Smart Ninjutsu, but you may spend an action point to
to this class is through the Smart Hero basic class. keep the better result.
REQUIREMENTS: Devastating Ninjutsu (Requires Advanced Ninjutsu
Talent): If you deal damage equal or more than the
Skills: Ninjutsu 15 ranks, Chakra Control 15 ranks
damage threshold of your opponent, then you may
Feats: Ninjutsu Adept
spend an action point to make him fatigued. If he is
Special: You may only take levels in your Affinity. Must
already fatigued, then he becomes exhausted.
know at least 7 Ninjutsu techniques of their Affinity.
Powerful Ninjutsu: The DC against your Ninjutsu
CLASS INFORMATION techniques increase by 2.
Hit Die: d6 Ninjutsu Insight: You gain +3 to reflex saves against
Action Points: 7 + ½ character levels, rounded down. Ninjutsu.
Ninjutsu Resilience: You gain a +3 to fortitude saves
CLASS SKILLS against Ninjutsu.
The Elemental Master's class skills Balance (Dex), Penetrating Ninjutsu (Requires Improved Ninjutsu
Chakra Control (Wis), Concentration (Con), Craft talent): When you deal damage with a Ninjutsu
(chemical) (Int), Hide (Dex), Knowledge (current technique, the damage threshold of the enemy counts as
events, history, ninja lore, physical science, popular 5 points lower. You may take this talent multiple times,
culture) (Int), Listen (Wis), Move Silently (Dex), it's effect stack.
Ninjutsu (Int), Profession (Wis), Read Language (None), INNATE CONTROL TALENT TREE
Search (Int), Speak Language (None), Spot (Wis), Elemental Insight (Element): You can take 10 on your
Tumble (Dex). chakra control check to convert chakra to Hit Points for
Skill Points: 5 + Int modifier. your specialized elements techniques, even if you are
CLASS FEATURES distracted or threatened.
ELEMENTAL AMPLIFICATION Elemental Resistance (Element): You gain Resistance
At first level, the Elemental Master’s Affinity becomes as high as your Elemental Master level for your Affinity.
more powerful, all jutsu that have the same type as his You can take this talent multiple times, it's effect stack,
Affinity receive an additional +1 damage per die of taking it 3 times makes you immune to your element.
damage. This bonus increases to +2 at level 5. Elemental Understanding (Element): You may launch
an elemental attack of your Affinity that deals 3d4 + half
TALENTS
your Elemental Master level rounded down, damage of
Choose one of the following Talents. A Talent cannot
the respective element, this ability costs 2 chakra, that
be chosen twice unless specified.
can be converted to Hit Points with a successful Chakra
ADVANCED NINJUTSU TALENT TREE Control DC 15 check. This is a ranged touch attack with
Smart Ninjutsu (Requires Ninjutsu talent): You may a range of 15 ft. and a threat range of 20.
reroll any Ninjutsu check, but you have to keep the
rerolled result, even if it is worse.
ELEMENTAL POWER
Every time this ability is gained, choose an ability from Intense Element (Requires 3 other Elemental Power):
the list below. Abilities cannot be selected more than When using a technique of your Affinity that requires a
once unless specified. save, you can spend an action point to increase the save
Chain Element (Requires 1 other Elemental Power): DC by 3. Alternatively, you can spend 4 action points, to
When using a technique of your Affinity that only increase the save DC by 6.
effects a single target, you can spend an action point to Persistent Element: When using a technique of your
affect one additional target. Alternatively, you can spend Affinity, that has a duration greater than 1 round. You
3 action points to affect one additional target per four may spend an action point to double the duration.
character levels. Alternatively, you can spend 4 action points to make it
Distant Element: When using technique of your last 5 times as long as it would normally.
Affinity that has a range expressed numerically, you can Quicken Element: When using a technique of your
spend an action point to multiply the range by 2. specialized element, that requires an attack or move
Alternatively, you can spend 2 action points to multiply action, you can spend an action point to execute the
the range by 5. technique as a swift action/free action instead.
Efficient Element (requires 1 other Elemental Power): Alternatively, you can spend 4 action points to execute
When using a technique of your Affinity that has chakra the technique as a reaction.
costs higher than 1, you may spend an action point to Shaped Element: When using an elemental technique
half that costs. Alternatively, you may spend 2 action of your Affinity with an area of affect, you may spend
points to divide the costs by 4. one action point to negate a 5 ft. area within that area of
Empower Element (Requires 2 other Elemental effect. Alternatively, you can spend 2 action points and
Powers): When using a technique of your Affinity that negate a number of 5 ft. areas equal to your Elemental
deals damage, you can spend an action point to increase Master level.
the techniques damage dice by 50%. Alternatively, you
can spend 3 action points to double the damage dice.
TABLE: THE HITOKIRI
Level BaB Fort Ref Will Special Def Rep
1st +1 +1 +1 +1 Death Attack, Swift End +1 +2
2nd +2 +2 +2 +2 Bonus Feat +2 +2
3rd +3 +2 +2 +2 Improved Critical, Fearful Presence +2 +2
4th +4 +2 +2 +2 Bonus Feat +3 +3
5th +5 +3 +3 +3 The End +3 +3

HITOKIRI launch the attack within 3 rounds of completing the


study, 3 new rounds of study are required before he can
REQUIREMENTS attempt another death attack. If the Hitokiri's death
Base Attack Bonus: +6 attack fails because of a failed save or a missed attack roll,
Skills: Taijutsu 9 ranks save DC against that victim decreases by 2, and an
Feats: Power Attack additional 2 every failure, for one day. If engaged in
Special: Must have killed someone for money. combat, the Hitokiri cannot study the victim for a death
CLASS INFORMATION attack.
Death attack can only be used once per encounter.
Hit Die: d8
Action Points: 7 + ½ character level, rounded down.
SWIFT END
At 1st level when a Hitokiri delivers a Coup de Grace,
CLASS SKILLS they may do so as a move action instead of a full round
The Hitokiri's class skills are Balance (Dex), Bluff (Cha), action.
Chakra Control (Wis), Climb (Str), Craft (Int), FRIGHTFUL PRESENCE
Diplomacy (Cha), Escape Artist (Dex), Genjutsu (Cha), At 3rd level the Hitokiri’s very presence becomes
Iaijutsu Focus (Cha), Jump (Str), Ninjutsu (Int), Perform unsettling to foes. It takes effect automatically when the
(Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), creature performs some sort of dramatic action (such as
Taijutsu (Str), and Tumble (Dex). charging, attacking, or snarling). Opponents within
Skill Points: 3 + Int modifier. range who witness the action may become frightened or
CLASS FEATURES shaken. Actions required to trigger the ability are given
DEATH ATTACK in the creature’s descriptive text. The range is usually 30
If the Hitokiri studies his victim for 3 rounds and then feet, and the duration is usually 5d6 rounds. This ability
makes a sneak attack with a melee weapon that affects only opponents with fewer Hit Dice or levels
successfully deals damage, the sneak attack has the than the creature has. An affected opponent can resist
additional effect of possibly either paralyzing or killing the effects with a successful Will save (DC 10 + 1/2
the target (Hitokiri’s choice).While studying the victim, Hitokiri’s HD + Hitokiri’s Cha modifier). An opponent
the Hitokiri can undertake other actions so long as his that succeeds on the saving throw is immune to that
attention stays focused on the target and the target does same creature’s frightful presence for 24 hours.
not detect the Hitokiri or recognize the Hitokiri as an THE END
enemy. If the victim of such an attack fails a Fortitude At 5th level the Hitokiri becomes the worst foe to
save (DC 10 + twice the Hitokiri’s class level + the leave yourself vulnerable to. Whenever a Hitokiri
Hitokiri’s Int modifier) against the kill effect, it dies. If performs a Coup de Grace it puts the target down to -1
the saving throw fails against the paralysis effect, the if the damage does not kill them.
victim is rendered helpless and unable to act for 1 round BONUS FEAT
per level of the Hitokiri. If the victim’s saving throw Choose a feat from among the following, for which
succeeds, the attack is just a normal sneak attack. Once you must meet any prerequisites: Blind-Fight, Combat
the Hitokiri has completed the 3 rounds of study, he Expertise (Improved Combat Expertise, Improved
must make the death attack within the next 3 rounds. If Disarm, Improved Trip, Whirlwind Attack), Cleave,
a death attack is attempted and fails (the victim makes Great Cleave, Skill Focus (Iaijutsu Focus), Taijutsu
its save, or the attack misses) or if the Hitokiri does not Adept, Toughness.
TABLE: THE HOLY/UNHOLY WARRIOR
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +2 +0 +2 Divine Grace, Sense Allegiance +0 +1 +1 / +2
2nd +2 +3 +0 +3 Smite Allegiance 1/day +1 +1 +2 / +4
3rd +3 +3 +1 +3 Divine Touch, Power of Allegiance +1 +1 +3 / +6
4th +4 +4 +1 +4 Smite Allegiance 2/day +1 +2 +4 / +8
5th +5 +4 +1 +4 Extended Influence +2 +2 +5 / +10

HOLY/UNHOLY WARRIOR Warrior has “good” as a chosen allegiance, and “evil” as


an opposing allegiance, while the Unholy Warrior has
The fastest path into this prestige class is from the the reverse). The sense allegiance ability extends in a 60-
Strong and Fast hero basic classes. foot radius around the Warrior, but may be concentrated
REQUIREMENTS to a quarter circle emanating forward from the Warrior.
You can pinpoint allegiance more finely with a
Base Attack Bonus: +8
successful Wisdom check (DC 15), if the user has Sense
Skills: Diplomacy 9 ranks, Gather Information 9 ranks,
Chakra they receive a +4 bonus while it is active. If the
Knowledge (any one) 9 ranks.
Chakra Signature of the target is completely suppressed,
Feats: Weapon Focus in a melee weapon.
then this ability will not function on that target.
Special: At the time that the character receives his first
level in the Holy/Unholy Warrior prestige class, he must SMITE ALLEGIANCE (SU)
decide whether his faith leans toward the positive (good) At 2nd level, the Holy/Unholy Warrior gains the
or negative (evil) universe. This choice adds either the ability to smite characters, creatures, or items of
good or evil allegiance to the character, and determines opposing allegiance with a single melee attack (the Holy
how the Holy/Unholy Warrior uses certain aspects of his Warrior has “evil” as an opposing allegiance, the Unholy
faith. Warrior has “good” as an opposing allegiance). The
Holy/Unholy Warrior may use this for free a number of
CLASS INFORMATION times per day (see table) or spends an action point and,
Hit Die: d10 in addition to the normal benefit of the action point,
Action Points: 7 + ½ character level, rounded down. gains a bonus to the attack equal to his Charisma
CLASS SKILLS modifier (if positive) and deals 1 extra point of damage
per total character levels of the Holy/Unholy Warrior.
The Holy/Unholy Warrior's class skills are Chakra Should the attack miss, the action point is wasted.
Control (Wis), Climb (Str), Concentration (Con), Similarly, the action point is expended if the
Diplomacy (Cha), Handle Animal (Cha), Intimidate Holy/Unholy Warrior uses it and strikes a target that
(Cha), Jump (Str), Knowledge (arcane lore, current does not have an opposing allegiance.
events, history, ninja lore, tactics, theology and
philosophy) (Int), Ninjutsu (Int), Profession (Wis),
DIVINE TOUCH
At 3rd level, the Holy/Unholy Warrior gains the
Read/Write Language (none), Ride (Dex), Sense Motive
ability to channel divine energy through his body and
(Wis), Speak Language (none), Taijutsu (Str), Treat
apply it directly to himself or another character. With
Injury (Wis).
this ability, the Warrior can restore lost hit points with
Skill Points: 5 + Int modifier.
a single touch; he may also choose to deal holy damage
CLASS FEATURES to a target with a simple a touch attack. Each day the
DIVINE GRACE Holy/Unholy Warrior may cure or deal a number of
At 1st level, a Holy/Unholy Warrior applies his points of damage equal to his Charisma bonus times his
Charisma modifier (if positive) as a bonus on all saving total character level. The Holy Warrior is not limited to
throws. curing wounds, nor is the Unholy Warrior restricted to
SENSE ALLEGIANCE inflicting them. It is possible to combine this ability with
At 1st level, The Holy/Unholy Warrior can sense the smite allegiance to increase the amount of damage dealt
presence of characters, creatures, and items of both his by a touch attack. Massive damage rules apply.
chosen allegiance, and his opposing allegiance (the Holy
Use of this ability may be guided by the Holy/Unholy A Holy/Unholy Warrior who loses his chosen
Warrior’s allegiance, and widespread abuse may cause allegiance, intentionally or not, loses all Holy/Unholy
the Holy/Unholy Warrior to lose his chosen allegiance. Warrior special abilities. He may no longer progress in
POWER OF ALLEGIANCE levels of Holy/Unholy Warrior, but can regain use of
At 3rd level, the Holy/Unholy Warrior gains a +2 to those abilities if he atones for his actions.
the Perform DC and save DC of any jutsu that shares the The Holy/Unholy Warrior may switch sides entirely,
subtype of his allegiance, either [Good] or [Evil], as well taking its former opposed allegiance. In this case, none
as the a -1 to chakra cost for those jutsu. of the Warrior’s abilities are lost, and the Warrior
merely changes his designation from Holy to Unholy
EXTENDED INFLUENCE (being a Fallen Warrior) or Unholy to Holy (being a
At 5th level, the Holy/Unholy Warrior increases the
Redeemed Warrior). Such a switch of allegiance is
range of his relevant jutsus by one-half. Techniques with
dramatic, such that the Fallen/Redeemed Warrior
a “Touch”, “Melee”, or “Personal” range are unaffected.
automatically kicks off the sense allegiance ability for
FORMER HOLY/UNHOLY WARRIORS Warriors of its now-opposed allegiance.
TABLE: THE IAIJUTSU MASTER
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +0 +2 +1 Weapon Finesse, Bonus Feat, Canny Defense +1 +0 +1 / +2
2nd +2 +0 +3 +2 Lightning Blade +2 +0 +2 / +4
3rd +3 +1 +3 +2 Bonus Feat +2 +1 +3 / +6
4th +4 +1 +4 +2 Cut Arrow +3 +1 +4 / +8
5th +5 +1 +4 +3 Strike from the Void +3 +1 +5 / +10
6th +6 +2 +5 +3 Bonus Feat +3 +2 +6 / +12
7th +7 +2 +5 +4 Devastating Strike +4 +2 +7 / +14
8th +8 +2 +6 +4 One Strike, Two Cuts +4 +2 +8 / +16
9th +9 +3 +6 +4 Bonus Feat +5 +3 +9 / +18
10th +10 +3 +7 +5 Strike with no Thought +5 +3 +10 / +20

IAIJUTSU MASTER When not wearing armor, Iaijutsu Masters add their
Intelligence bonus to their Dexterity bonus to modify
Iaijutsu is the martial art of drawing a weapon (almost Armor Class while wielding a katana. As with normal
always a katana) and attacking with it in the same fluid Dexterity AC modifications, positive modifiers are lost
motion. It is the foundation of Iaijutsu Duels, and its when the Iaijutsu Master is caught flat-footed.
masters are feared and respected throughout the lands
LIGHTNING BLADE
and other lands where iaijutsu is practiced. Iaijutsu
An Iaijutsu Master of 2nd level or higher adds her
Masters harness their ki energy to strike with blinding
Charisma modifier to her initiative checks, as well as her
speed and devastating power.
Dexterity modifier.
REQUIREMENTS CUT ARROW
Base Attack Bonus: +3 Once per round when an Iaijutsu Master of 4th level
Skills: Iaijutsu Focus 5 ranks. would normally be hit by a ranged weapon, they may
Feats: Improved Initiative, Quick Draw, Weapon Focus attack the object so that they take no damage from it,
(katana) this happens and functions automatically, similar to the
CLASS INFORMATION Deflect Arrows feat. They must be aware of the attack
and not flatfooted.
Hit Die: d10 Attempting to attack a ranged attack doesn’t count as
Action Points: 6 + ½ character level, rounded down. an action. Unusually massive ranged weapons and
CLASS SKILLS ranged attacks generated by jutsus (with the exception
of created or summoned weapons) can’t be attacked.
The Iaijutsu Master's class skills are Balance (Dex), Bluff
(Cha), Chakra Control (Wis), Climb (Str), Craft (Int), STRIKE FROM THE VOID
Diplomacy (Cha), Escape Artist (Dex), Genjutsu (Cha), An Iaijutsu Master of 5th level or higher adds her
Iaijutsu Focus (Cha), Jump (Str), Ninjutsu (Int), Perform Charisma modifier to each extra damage die gained from
(Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), using the Iaijutsu Focus skill.
Taijutsu (Str), and Tumble (Dex). DEVASTATING STRIKE
Skill Points: 3 + Int modifier. An Iaijutsu Master of 7th level adds +1 to the DC per
CLASS FEATURES bonus die from Iaijutsu Focus to any opponent whom
WEAPON FINESSE suffers Massive Damage from her attacks using Iaijutsu
At 1st level, an Iaijutsu Master may use her Dexterity Focus.
modifier instead of her Strength modifier on attack rolls ONE STRIKE, TWO CUTS
with her katana. This works like the Weapon At 8th level and above, an Iaijutsu Master can make
Finesse feat, except that it applies to the katana, a two attacks with a katana as a standard action. This
weapon to which the feat cannot normally be applied. means she can strike twice and move in the same round,
CANNY DEFENSE or attack twice in the strike phase of an Iaijutsu duel.
STRIKE WITH NO THOUGHT footed. This ability reflects the Iaijutsu Master’s ability
If an Iaijutsu Master of 10th level begins combat (not to apply the principles of the Iaijutsu duel in normal
an Iaijutsu duel) within melee range of an opponent, she melee combat. It does not give the Iaijutsu Master any
gains a free surprise round, even though her opponents additional benefit within an Iaijutsu duel.
are aware of her presence. The only action the Iaijutsu
Master can take in this surprise round is an attack action
BONUS FEATS
Choose a feat from among the following, for which
using a katana. For example, if the Iaijutsu Master Kakita
you must meet any prerequisites: Dodge (Mobility,
Timoshiko and Bayushi Koro are standing on the street
Spring Attack), Combat Expertise (Improved Combat
hurling insults at each other and the situation erupts into
Expertise, Improved Disarm, Improved Trip, Whirlwind
combat, Timoshiko can attack with his katana before
Attack), Skill Focus (Iaijutsu Focus), Taijutsu Adept,
Koro even rolls initiative, catching his opponent flat-
Toughness.
TABLE: THE MASTER THROWER
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +2 +0 Quick Draw, Thrown Weapon Trick +1 +0
2nd +0 +0 +3 +0 Far Shot +1 +0
3rd +1 +1 +3 +1 Thrown Weapon Trick +2 +0
4th +1 +1 +4 +1 Snatch Throw Weapons, Bonus Feat +2 +0
5th +2 +1 +4 +1 Thrown Weapon Trick +3 +1
6th +2 +2 +5 +2 Evasion X +3 +1
7th +3 +2 +5 +2 Thrown Weapon Trick +4 +1
8th +4 +2 +6 +2 Bonus Feat +4 +1
9th +4 +3 +6 +3 Thrown Weapon Trick +5 +2
10th +5 +3 +7 +3 Return Fire +5 +2

MASTER THROWER range of 17-20 instead of 19-20) when this ability is used.
The benefit of this ability does not stack with any other
REQUIREMENTS effect that increases threat range.
Base Attack Bonus: +3 Deadeye Shot (Requires 2 other Thrown Weapon
Skills: Sleight of Hand 5 ranks. Tricks): The critical multiplier for any specific type of
Feats: Point Blank Shot, Precise Shot, Weapon Focus thrown weapon increases by one (for example, a kunai
(any thrown weapon). has a critical multiplier of x3 instead of x2) when this
CLASS INFORMATION ability is used. The benefit of this ability does not stack
with any other effect that increases critical multipliers.
Hit Die: d8 Defensive Throw: If a Master Thrower with this
Action Points: 6 + ½ character level, rounded down. ability succeeds on a Concentration check (DC 10 +
CLASS SKILLS number of threatening foes) before attempting to attack
with a thrown weapon while in a threatened square, her
The Master Thrower's class skills are Balance (Dex),
thrown weapon attacks don’t provoke attacks of
Bluff (Cha), Chakra Control (Wis), Climb (Str),
opportunity for 1 round. If the check fails, her opponents
Concentration (Con), Craft (Int), Disguise (Cha), Escape
get attacks of opportunity as normal when she makes her
Artist (Dex), Hide (Dex), Jump (Str), Move Silently
attacks.
(Dex), Perform (Cha), Profession (Int), Search (Int),
Deny Defense (Requires 3 other Thrown Weapon
Sleight of Hand (Dex), Spot (Wis), Swim (Str), Taijutsu
Tricks): A Master Thrower with enough experience can
(Str), Tumble (Dex).
circumvent their target’s experience with their superior
Skill Points: 5 + Int modifier.
marksmanship. For every 2 levels in the Master Thrower
CLASS FEATURES advanced class, the user may subtract 1 from the Class
QUICK DRAW Defense of anyone targeted with light thrown weapons
At 1st level, a Master Thrower gains the Quick Draw (max penalty 5).
feat. If the Master Thrower already has the Quick Draw Double Toss: A Master Thrower with this ability may,
feat, she may instead choose a feat from the class Bonus as a standard action, may make a ranged attack with each
Feat list. hand, at one or two targets within 30 feet of each other.
THROWN WEAPON TRICK The character may apply her full Strength bonus to each
Choose one of the following Talents. A Talent cannot weapon (instead of one-half her Strength bonus for the
be chosen twice unless specified. It is also worth noting off-hand weapon).
that techniques that would create clones cannot bestow Insightful Throw: A Master Thrower becomes able to
these class abilities to those clones. These talents also place his finesse attacks where they deal greater damage.
cannot be enhanced with techniques. He applies his Intelligence bonus (if any) as a bonus on
Critical Throw (Requires 3 other Thrown Weapon damage rolls (in addition to any Strength bonus she may
Tricks): The threat range for any specific type of thrown have) with any light thrown weapon. Targets immune
weapon is doubled (for example, a kunai has a threat to sneak attacks or critical hits are immune to the Master
Thrower’s insightful throw. A Master Thrower cannot Two with One Blow: A Master Thrower with this
use this ability when wearing medium or heavy armor ability may take a -4 penalty on an attack roll to hit one
or when carrying a medium or heavy load. target and another in an adjacent square. The attack may
Palm Throw: When using tiny thrown weapons hit either, both, or neither opponent depending on the
(darts, kunai, shuriken, and throwing needles; the DM roll and the Defense of each opponent. Damage for each
may allow other weapons), a Master Thrower with this opponent is resolved separately. If the attack roll results
ability may throw two of a weapon with a single attack in the threat of a critical hit, roll to confirm each critical
roll. Damage for each weapon is resolved separately, and hit separately.
each only receives half her strength modifier. Weak Spot: When using a thrown weapon against a
Ranged Pin (requires 2 other Thrown Weapon target of her size or larger, the character can make a
Tricks): A Master Thrower with this ability may use a ranged touch attack instead of a normal attack. If the
thrown weapon to make a grapple attempt against an attack hits, the Master Thrower does not apply her
opponent 5 feet from a solid vertical surface. The Master Strength bonus to the damage.
Thrower must succeed on a ranged touch attack and FAR SHOT
then win an opposed grapple check (all modifiers still At 2nd level, a Master Thrower gains the Far Shot feat.
apply, such as those from size and feats). If the Master If the Master Thrower already has the Far Shot feat, she
Thrower succeeds on the check, the target is considered may instead choose a feat from the class Bonus Feat list.
pinned until they succeed on a Strength or Escape Artist
check DC 15 + the Master Thrower ’s Str modifier. The
SNATCH THROWN WEAPONS
When a Master Thrower is targeted by a ranged attack,
Master Thrower may increase the DC, so long as the
she may catch the weapon or ammunition without
target has not succeeded on the escape check, by using
taking any damage as long as the weapon is not a siege
thrown weapons to make ranged touch attacks against
weapon. Use of this ability counts as an attack of
the target. The DC to escape is increased by 1 per
opportunity and is restricted by the amount of attacks of
additional weapon up to 5.
opportunity the Master Thrower may make each round.
Sneaky Shot: Just before making a ranged attack, a
Master Thrower with this ability can use a free action to EVASION X
make a Sleight of Hand check opposed by her target’s At 6th level, a Master Thrower gains the evasion
Spot check. If she wins the opposed check, her opponent ability. If she makes a successful Reflex saving throw
is denied his Dexterity bonus to Defense against the against an attack that normally deals half damage on a
attack. successful save, she instead takes no damage. Evasion can
Trip Shot (requires 1 other Thrown Weapon be used only if the Master Thrower is wearing light
Tricks): A Master Thrower with this ability may use a armor or no armor. A helpless Master Thrower (such as
thrown weapon to make a trip attempt against an one who is unconscious or paralyzed) does not gain the
opponent. The character makes a normal attack against benefit of the ability.
the opponent with a thrown weapon. If the attack If the character already has the evasion ability, he
succeeds, in addition to doing damage as normal, the gains improved evasion instead. Improved evasion
Master Thrower makes a Dexterity check with a +4 works like evasion, except that while the character still
bonus opposed by the opponent’s Dexterity check or takes no damage on a successful Reflex saving throw, she
Strength check (whichever ability score is higher). takes only half damage on a failed save.
Other modifiers may apply on this opposed check (such RETURN FIRE
as size and feats). If the Master Thrower wins the When a Master Thrower catches a weapon or
opposed check, the opponent is tripped. The benefit of ammunition with her Snatch Arrows ability, she may
this ability does not stack with the benefit of the immediately throw it back at the attacker as a free action
Improved Trip feat. at her highest attack bonus. All bonuses the Master
Tumbling Toss: When wearing light, medium, or no Thrower has apply to these thrown weapons. This ability
armor, a Master Thrower with this ability can hurl a does not work against a Master Thrower with a higher
single thrown weapon at any point during a tumbling level than the user.
attempt as a standard action. If the result of her Tumble
BONUS FEATS
check is 25 or higher, the Master Thrower does not
Choose a feat from among the following, for which
provoke an attack of opportunity for making this attack
you must meet any prerequisites: Chuunin, Combat
regardless of how many opponents threaten her.
Reflexes, Dead Aim, Dead Eye, Deadly Accuracy, Dodge,
Elusive Target, Far Shot, Genin, Improved Two-Weapon
Fighting, Rapid Shot, Shot on the Run, Skip Shot,
Stealthy, Two-Weapon Fighting, Weapon Focus (only
thrown weapons), Windup.
TABLE: THE NINJA CRAFTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +0 +1 Craft Mastery +0 +1
2nd +1 +0 +0 +2 Bonus Feat +1 +1
3rd +1 +1 +1 +2 Craft Mastery +1 +1
4th +2 +1 +1 +2 Bonus Feat +1 +2
5th +2 +1 +1 +3 Craft Mastery +2 +2

NINJA CRAFTER common objects and scientific know-how. This ability


lets the Ninja Crafter create objects in a dramatic
Ninja Crafter are those who specialize in crafting situation quickly and cheaply, but that have a limited
specific types of items. A Ninja Crafter could be a skilled duration.
weapon smith, armor smith, poison maker, or seals By spending 1 action point and combining common
maker. Each ninja village usually has a least several objects with a Craft check that corresponds to the
professional crafters in their village. function desired, the Ninja Crafter can build a tool or
REQUIREMENTS device to deal with any situation. The DC for the Craft
Base Attack Bonus: +2 check is equal to 5 + the purchase DC of the object that
Skills: Craft (calligraphy) 6 rank, Craft (chemical) 6 rank, most closely matches the desired function. Only objects
Craft (electronic) 6 rank, Craft (mechanical) 6 ranks or that can normally be used more than once can be
Craft (structural) 6 rank. improvised. Electronic devices, special tools, weapons,
Feats: Craft Armor Seals, Craft Sealed Item, Craft Poison, mechanical devices, and more can be built with
Craft Puppets, Craft Shinobi Drugs, or Craft Weapon improvisation crafting. It takes a full-round action to
Seals. make an object with improvisation crafting. The object,
when put into use, lasts for a number of rounds equal to
CLASS INFORMATION the Ninja Crafter's class level, or until the end of the
Hit Die: d6 current encounter, before it breaks down. It can't be
Action Points: 6 + ½ character level, rounded down. repaired.
CLASS SKILLS Improvise Tools (any 1 Craft Mastery): When Ninja
Crafter don’t have any access to kit or basic tools, they
The Ninja Crafter’s class skills are Chakra Control (Wis),
may use improvise tools. The Ninja Crafter don’t gain
Computer Use (Int), Concentration (Con), Craft
penalty when they don’t use the tools.
(calligraphy, chemical, electronic, mechanical,
Jury-Rig Expert: The Ninja Crafter gain bonus to Jury-
structural) (Int), Demolitions (Int), Disable Device (Int),
Rig equal as Ninja Crafter’s class level.
Drive (Dex), Forgery (Int), Genjutsu (Cha), Knowledge
Material Expertise: The Ninja Crafter know the best
(earth and life sciences, ninja lore, physical sciences,
material to use without spending too much money on it.
technology) (Int), Ninjutsu (Int), Pilot (Dex), Profession
Reduce the material purchase DC equal to the Ninja
(Wis), Read Language (None), Repair (Int), (Dex), Search
Crafter’s class level.
(Int), Speak Language (None).
Skills Points: 7 + Int modifier BONUS FEATS
Choose a feat from among the following, for which
CLASS FEATURES you must meet any prerequisites: Builder, Cautious,
CRAFT MASTERY Combat Expertise, Craft Human Puppets, Craft Poison,
Choose one of the following Talents. A Talent cannot Craft Puppets, Craft Advanced Weapon Seals, Craft
be chosen twice unless specified. Greater Weapon Seals, Craft Minor Weapon Seals,
Fast Crafting: The character can speed up their Chuunin, Gearhead, Genin, Jounin, Mastercrafter,
crafting or repair time. By taking a -5 penalty to their Meticulous, Scribe Chakra Symbols.
craft or repair check, the crafting or repair time is
reduced to half (rounding up).
Improvisation Crafting (any 2 Craft Mastery): A Ninja
Crafter gains the ability to improvise solutions using
TABLE: THE NINJA CRAFTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +1 +1 Iron Gut +2, Chakra Infusion +1 +1
2nd +1 +2 +2 +2 Sneak Attack +1d6, Soul Food +1 +1 +1
3rd +1 +2 +2 +2 Iron Gut +4, Chakra Infusion +2 +1
4th +2 +2 +2 +2 Soul Food +2, Bonus Feat +2 +2
5th +2 +3 +3 +3 Iron Gut +6, Chakra Infusion +3 +2
6th +3 +3 +3 +3 Sneak Attack + 2d6, Soul Food +3 +3 +3
7th +3 +3 +3 +3 Iron Gut +8, Chakra Infusion +4 +3
8th +4 +4 +4 +4 Soul Food +4, Bonus Feat +4 +3
9th +4 +4 +4 +4 Iron Gut +10, Chakra Infusion +5 +4
10th +5 +5 +5 +5 Sneak Attack +3d6, Soul Food +5 +5 +4

NINJA CHEF (WIP)


[Name]
REQUIREMENTS Food created by the Ninja Chef enhances a ninja's
To qualify to become a Ninja Chef, a character must abilities. Choose either Ninjutsu, Taijutsu, Genjutsu or
meet the following prerequisites Chakra Control. The chosen skill gains a +4
Base Attack Bonus: +2 enhancement bonus. Can be empowered to increase
Skills: Craft (Cuisine) 6 Ranks, Fuinjutsu 6 ranks, bonus by +2 per extra Meta-Chakra Charge. Can be
Chakra Control 6 ranks taken multiple times, each time for a different skill.
Feats: Chakra Weaving, Sealweaver Requires one other infusion.

CLASS INFORMATION [Name]


Hit Die: d6
Food created by the Ninja Chef enhances a ninja's
Action Points: 6 + ½ character level, rounded down.
defenses. Choose either Reflex, Will or Fortitude. The
CLASS SKILLS chosen save gains a +4 enhancement bonus. Can be
The Ninja Chef's class skills are Concentration (Con), empowered to increase bonus by +2 per extra Meta-
Chakra Control (Wis), Craft (Cuisine) (Int), Fuinjutsu Chakra Charge. Can be taken multiple times, each time
(Int), Gather Information (Cha), Investigate (Int), for a different skill. Requires one other infusion
Listen (Wis), Perform (Cooking Demo) (Cha), Research
(Int), Search (Int), Sleight of Hand (Dex), Spot (Wis), [Name]
Survival (Wis), Treat Injury (Wis). Food created by the Ninja Chef increases physical
Skill Points: 6 + Intelligence Modifier. prowess. Choose either Strength, Dexterity or
Constitution. The chosen ability gains a +4
CLASS FEATURES enhancement bonus for 5 rounds upon consumption.
CHAKRA INFUSION (SU) Can be empowered to increase duration by 5 rounds
Work in Progress per extra Meta-Chakra Charge. Requires two other
Chakra Infusions remain stable for 10 minutes, after infusions.
which the sealed chakra is released and the food
becomes an ordinary, if savory dish. [Name]
Food created by the Ninja Chef increases mental
[Name] prowess. Choose either Intelligence, Wisdom or
Food created by the Ninja Chef restores 10 points of Charisma. The chosen ability gains a +4 enhancement
Chakra. Can be empowered to increase Chakra restored bonus for 5 rounds upon consumption. Can be
by 5 points per extra Meta-Chakra Charge. empowered to increase duration by 5 rounds per extra
Meta-Chakra Charge. Requires two other infusions.
[Name]
Food created by the Ninja Chef restores 10 points of IRON GUT (EX)
Health. Can be empowered to increase Health restored The Ninja Chef's innards grow more hardened to
by 5 points per extra Meta-Chakra Charge. outside interference. The Ninja Chef gains a bonus to
saving throws vs. Poisons and Nausea Effects targeting
Fortitude. This bonus increases with level to a SNEAK ATTACK
maximum of +10. The Ninja Chef has learned to apply her knowledge of
anatomy and choice cuts of meat to her attacks and
SOUL FOOD (SU) gains a Sneak Attack.
The Ninja Chef's culinary skills give her meals a special
quality all their own. Those who consume a meal with BONUS FEATS
a Chakra Infusion prepared by the Ninja Chef gain a Choose a feat from among the following, for which you
morale bonus to all attack rolls and saves for 10 minutes must meet any prerequisites: Culinary Prowess
afterward. This bonus increases with level to a
maximum of +5.
TABLE: THE RYUKYU SWORDSMAN
Level BaB Fort Ref Will Special Def Rep
1st +1 +1 +2 +0 Ryukyu Style, Quick Draw +1 +0
2nd +2 +2 +3 +0 Weapon Focus +2 +0
3rd +3 +2 +3 +1 Unrelenting Attack, Bonus Feat +2 +0
4th +4 +2 +4 +1 Weapon Specialization, Bonus Feat +3 +0
5th +5 +3 +4 +1 Evasion X, Increase Speed +5 +4 +1
6th +6 +3 +5 +2 Greater Weapon Focus, Bonus Feat +4 +1
7th +7 +4 +5 +2 Bonus Feat +5 +1
8th +8 +4 +6 +2 Greater Weapon Specialization +6 +1
9th +9 +4 +6 +3 Improved Critical, Bonus Feat +6 +2
10th +10 +5 +7 +3 Force of Will, Increase Speed +10 +7 +2

RYUKYU SWORDSMAN to defeating his foes. While his attacks are random and
undisciplined in nature, he is still a dangerous individual
The Ryukyu Islands harbour the fugitives and lowlife with enough prowess to take down whole platoons
criminals that once plagued mainland, until the a single-handedly.
Daiymo forced them out entirely. It is here that the The character takes a -2 penalty to Chakra Control,
Ryukyu Swordsman is born; into a life of poverty and Ninjutsu, Genjutsu and Fuinjutsu checks, but gains a +2
danger, where every day could be his last. He is not a to Taijutsu checks as well as a +1 to his attack rolls, both
man of discipline, but instead a killing machine who armed and unarmed.
relies on his natural instincts and reflexes to win battles. In addition, the Ryukyu Swordsman may spend an
REQUIREMENTS action point to fight defensively without suffering any
penalties to his attack rolls. This ability may not be used
Base Attack Bonus: +7
in conjunction with the Combat Expertise feat.
Saves: Reflex +5
Skills: Bluff 10 ranks, Survival 10 ranks, Taijutsu 12 QUICK DRAW
ranks. The Ryukyu Swordsman is incredibly quick to act
Special: Must be proficient in his chosen weapon. Must when he senses danger. He gains the Quick Draw feat at
know at least 4 Strike or Stance Taijutsu techniques. 1st level.

CLASS INFORMATION WEAPON FOCUS


At 2nd level, the Ryukyu Swordsman chooses a
Hit Die: d8 weapon in which he will spend the rest of his levels as a
Action Points: 7 + ½ character level, rounded down. Ryukyu swordsman specializing into. The Ryukyu
CLASS SKILLS Swordsman will gain a +1 competence bonus to attack
rolls with the chosen weapon as per the Weapon Focus
The Ryukyu Swordsman's class skills are Bluff (Cha),
feat. The weapon will henceforth be referred to as
Climb (Str), Hide (Dex), Iaijutsu Focus (Cha), Jump (Str),
“chosen weapon.”
Knowledge (Streetwise) (Int), Listen (Wis), Move
If the Ryukyu Swordsman already has the weapon
Silently (Dex), Ride (Dex), Sleight of Hands (Dex), Speak
focus feat in his chosen weapon, he may instead choose
Language (None), Spot (Wis), Survival (Wis), Swim (Str),
a feat from the bonus feats list.
Taijutsu (Str), and Tumble (Dex).
Skill Points: 3 + Int modifier. UNRELENTING ATTACK
The Ryukyu Swordsman is an incredibly aggressive
CLASS FEATURES fighter who will stop at nothing to defeat his enemies.
RYUKYU STYLE When the Ryukyu Swordsman makes a full attack
The Ryukyu Style of fighting is a blend of unorthodox
against his target, he may make an additional attack at
swordplay, quick reflexes, “breaking” and innate
his highest attack bonus, minus 5.
resourcefulness. The character is quick on his feet and
will use anything and everything around him as a means WEAPON SPECIALIZATION
At 4rd level, the Ryukyu Swordsman’s proficiency The affinity between the Ryukyu Swordsman and his
with his chosen weapon is taken further, and he gains a weapon is taken to further height. The threat range of
+2 bonus to damage rolls with it. his chosen weapon is increased by one.
EVASION X FORCE OF WILL
At 5th level, the Ryukyu Swordsman is able to easily Once per day, if the Ryukyu Swordsman would be
avoid traps, falling ceiling or fireballs. If the Ryukyu knocked unconscious or fall below 0 hit points, he may
Swordsman is subject to an attack that allows him a instantly stabilize and gain 2d6 temporary health for
Reflex save to take only half damage, the Ryukyu 1d4+1 rounds. He is able to move and act normally for
Swordsman takes no damage from the attack. If the the duration of this ability. Once he has reached his
Ryukyu Swordsman already possesses the Evasion limit, he will automatically fall unconscious again and
ability, he takes half damage on a failed save, and no his health will return to its previous state. The Ryukyu
damage if the Reflex save succeeds. This ability is Swordsman must make a Fortitude save (DC 20) to
nullified if he carries gear that is heavier than a light stabilize, and bring his total health points up to 0.
load. However, he remains unconscious until he has had 24
INCREASE SPEED uninterrupted hours of sleep or is healed by some other
At 5th level, the Ryukyu Swordsman is able to move 5 means.
feet faster than he could previously. At 10th level, this BONUS FEATS
bonus is increased to 10 feet. Choose a feat from among the following, for which
GREATER WEAPON FOCUS you must meet any prerequisites: Acrobatic, Advanced
At 6th level, the Ryukyu Swordsman gains greater Two-Weapon Fighting, Alertness, Archaic Weapons
proficiency with his chosen weapon, and the bonus Proficiency, Athletic, Blind-Fight, Cleave, Defensive
granted by Weapon Focus feat increases to +2. Martial Arts, Dodge, Elusive Target, Exotic Melee
Weapon Proficiency, Guide, Improved Initiative,
GREATER WEAPON SPECIALIZATION Improved Two-Weapon Defense, Improved Two-
As per the ability obtained on 4th level, the Ryukyu
Weapon Fighting, Mobility, Power Attack, Spring
Swordsman's bonus to damage with his chosen weapon
Attack, Streetfighting, Taijutsu Adept, Two-Weapon
increases to +4.
Defense, Two- Weapon Fighting, Weapon Finesse.
IMPROVED CRITICAL
TABLE: THE SANNIN
Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +2 +2 Powerful Finish +1 +2
2nd +2 +3 +3 +3 Rigorous Training +1 +2
3rd +3 +3 +3 +3 Ninja Way, Ultimate Kuchiyose +2 +2
4th +4 +4 +4 +4 No Jutsu Left Unturned +2 +3
5th +5 +4 +4 +4 Sannin Prowess, Ultimate Finish +3 +3

SANNIN CLASS SKILLS


The Sannin’s class skills are Balance (Dex), Bluff (Cha),
The rank of Sannin is given only to those worthy of Concentration (Con), Chakra Control (Wis), Diplomacy
being called the best shinobi of their generation. These (Cha), Fuinjutsu (Int), Genjutsu (Cha), Hide (Dex), Jump
ninja have worked tirelessly to become some of the (Str), Knowledge (behavioral science, current events,
strongest people the world has ever seen. earth and life science, history, ninja lore, physical
REQUIREMENTS science, popular culture) (Int), Listen (Wis), Move
Silently (Dex), Ninjutsu (Int), Sense Motive (Wis), Spot
Base Attack Bonus: +15
(Wis), Taijutsu (Str), Treat Injury (Wis), Tumble (Dex).
Skills: Concentration, Chakra Control, Knowledge
Skill Points: 7 + Int Modifier.
(Ninja Lore) 16 ranks. Genjutsu, Ninjutsu and Taijutsu
20 ranks. CLASS FEATURES
Feats: Any two feats: Ninjutsu Adept, Taijutsu Adept, or POWERFUL FINISH
Genjutsu Adept. The Sannin may reach into his inner power to unleash
Special: Must know at least 20 techniques total and must a devastating blow to his enemies. Three times per day,
also have at least two 18s as ability scores. the Sannin may treat a particular technique as if it was
CLASS INFORMATION empowered by the Empower Technique meta-chakra
feat at no cost. If that technique also has an Empower of
Hit Die: d10 its own, the user may empower it using half the normal
Action Points: 7 + ½ character level, rounded down. chakra needed, rounded up.

RIGOROUS TRAINING may not be cost may not be further reduced by any other
After years of tough training, the Sannin has improved ability.
his natural abilities significantly. The Sannin may
allocate 2 points to any of his ability scores.
SANNIN PROWESS
The Sannin may pick two epic level techniques
NINJA WAY without the need for taking the feat Epic Technique. The
The Sannin is granted a +2 bonus to all Chakra character must still put in the time to learn the
Control, Fuinjutsu, Genjutsu, Ninjutsu, Senjutsu and techniques and fulfil the other requirements of the
Taijutsu checks. techniques.
NO JUTSU LEFT UNTURNED ULTIMATE FINISH
The Sannin, being a ninja that has seen the world, may Similarly, to the Powerful Finish, the Sannin can
learn all Kinjutsu freely with only half the normal unleash a disastrous and devastating attack; this time,
penalty or negative consequences. even more powerful than before. Once per day, the
ULTIMATE KUCHIYOSE Sannin may treat a particular technique as if it were
This ability allows the Sannin to call upon the aide of affected by the Maximize Technique meta-chakra feat.
the mightiest of creatures in battle. If the Sannin does If that technique also has an Empower of its own, the
not have the Blood Pact feat, he is automatically given it user may empower it using one-half the normal chakra
as a bonus feat. The Sannin gains a Paragon of their new needed, rounded up.
Blood Pact. Once per day, the Sannin may use Kuchiyose
no Jutsu to summon the Paragon version of his blood
pact animal at one quarter cost (rounded down), this
TABLE: THE SENSORY SHINOBI
Level BaB Fort Ref Will Special Def Rep Chakra
st
1 +0 +1 +1 +1 Enhanced Sense Chakra, Ever Perceptive +1 +0 +1 / +2
nd
2 +1 +2 +2 +2 Light Sleeper, Track +2 +0 +2 / +4
rd
3 +2 +2 +2 +2 Ever Perceptive, Increase speed (5 feet) +2 +1 +3 / +6
th
4 +3 +2 +2 +2 Hide in Plain Sight +3 +1 +4 / +8
th
5 +3 +3 +3 +3 Ever Perceptive, Increase speed (10 feet) +3 +1 +5 / +10
th
6 +4 +3 +3 +3 Cunning Tracker, Run +3 +2 +6 / +12
th
7 +5 +4 +4 +4 Ever Perceptive +4 +2 +7 / +14

SENSORY SHINOBI Choose one of the following Masteries. A Mastery


cannot be chosen twice unless specified:
A Sensory Shinobi’s job is to track and perceive Advanced Sight (Requires Enhanced Sight and 1 other
everything around them. Their specialty is long distance Talent): The user is now able to See Through Chakra
tracking and being able to pursue those who normally whenever he concentrates to Sense Chakra.
are impossible to track or catch. Few can escape the Analyze Signature: The Sensory Shinobi is able to
Sensory Shinobi once they’ve got the trail. discern the primary affinity of those who are within the
REQUIREMENTS range of their Sense Chakra. This talent may be taken
additional times; each time allows the user to discern an
Skills: Listen or Spot 6 ranks
additional nature a person is able to use of the five main
Special: Must be able to Sense Chakra.
natures. If a target has access to anything beyond those
CLASS INFORMATION the user senses the base natures that make up those.
Hit Die: d8 Boosted Perception (Requires 1 Talent): The Sensory
Action Points: 6 + ½ character level, rounded down. Shinobi treats each level in Sensory Shinobi as 2 levels
for the purpose of Sense Chakra range based on per level
CLASS SKILLS or hit dice.
The Sensory Shinobi's class skills are Balance (Dex), Enhanced Sight (Requires 1 other Talent): The user is
Chakra Control (Wis), Craft (calligraphy, now able to See Chakra whenever he concentrates to
pharmaceutical, visual art, writing) (Int), Escape Artist Sense Chakra.
(Dex), Genjutsu (Cha), Hide (Dex), Investigate (Int), Extended Senses: While Sensing Chakra the user’s
Knowledge (arcane lore, art, behavioral sciences, range is now 10 feet per Sensory Shinobi level. This
business, civics, current events, earth and life sciences, talent may be selected twice; the second time you may
history, ninja lore, physical sciences, popular culture, count all class levels from all classes to determine
streetwise, tactics, technology, theology and philosophy) distance.
(Int), Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Sensory Proficiency: While Sensing Chakra the user
Profession (Wis), Read/Write Language (none), Sense can continue to Sense Chakra for as long as he
Motive (Wis), Speak Language (none), Spot (Wis), concentrates, plus 1d3 + his Sensory Shinobi levels in
Survival (Wis), Taijutsu (Str), and Tumble (Dex) rounds.
Skill Points: 5 + Int modifier. Pinpoint Senses (Requires 1 other Talent): The
CLASS FEATURES Sensory Shinobi is now able to use Sense Chakra to
pinpoint the location of a creature to within a 5 ft.
ENHANCED SENSE CHAKRA
square. This does not allow the user to mitigate being
The Sensory Shinobi is able to memorize every chakra
flat-footed by an invisible enemy or the penalty for
signature they encounter with a DC Spot check of 20.
attacking invisible enemies either.
The user receives a bonus to tell if a signature they sense
Unphased Perception: Whenever the user would sense
and have previously memorized is real or if someone is
a Godlike chakra signature they do not need to make a
impersonating that signature. This bonus is equal to the
Will save to become dazed. The user also adds an
user’s levels in Sensory Shinobi.
additional number of rounds to their ability to Sense
EVER PERCEPTIVE Chakra equal to their Wisdom modifier.
LIGHT SLEEPER CUNNING TRACKER
The Sensory Shinobi is used to functioning on the least The Sensory Shinobi has become so proficient when
amount of sleep possible and has been so thoroughly tracking that he gains a bonus to his Survival checks
trained that he receives the Light Sleeper feat for free but equal to his levels in Sensory Shinobi. Furthermore, he
heals 3/4ths of his hit points and chakra pool when treats all tracks as though they were a number of days
resting using the feat, instead of half (rounded down). fresher equal to his levels in Sensory Shinobi.
TRACK HIDE IN PLAIN SIGHT
A ninja must be proficient at tracking his foe down; A Sensory Shinobi can use the Hide skill even while
losing one's pray means failure. At first level, the Sensory being observed. As long as he is within 10 feet of some
Shinobi gains the Track feat for free. In addition, the sort of shadow, a he can hide himself from view in the
Sensory Shinobi can Track at his normal speed without open without anything to actually hide behind. He
taking a -5 penalty to his Survival check. cannot, however, hide in his own shadow.
INCREASE SPEED RUN
At 3rd level, the Sensory Shinobi's base speed increases The Sensory Shinobi who is used to chasing after his
by 5 feet as long as he doesn't carry heavier than a light targets and catching up to them long after most would
load. This bonus increases to 10 feet at 5th level, and consider the trail cold gains the Run feat for free.
stacks with the Fast Hero's Increase Speed talent tree.
TABLE: THE SHADOW ADEPT
Level Bab Fort Ref Will Special Def Rep Chakra
1st +0 +0 +2 +1 Shadow Mastery +1 +0 +1 / +4
2nd +1 +0 +3 +2 Bonus Feat, Sneak Attack +2 +0 +3 / +8
3rd +2 +1 +3 +2 Shadow Mastery +2 +0 +5 / +12
4th +3 +1 +4 +3 Bonus Feat, Sneak Attack +3 +0 +7 / +16
5th +3 +1 +4 +4 Shadow Mastery +4 +1 +9 / +20
6th +4 +2 +5 +4 Bonus Feat, Sneak Attack +4 +1 +11 / +24
7th +5 +3 +5 +5 Shadow Mastery +5 +1 +13 / +28

SHADOW ADEPT Shadow Proficiency: The Shadow Adept gains a +2


bonus to Chakra Control and Ninjutsu checks made to
REQUIREMENTS perform Shadow Arts techniques and subsequently
Skills: Hide 9 ranks, Move Silently 6 ranks, Ninjutsu 9 convert the technique's cost to hit points.
ranks. Expanded Shadow: The Shadow Adept is able to
Feats: Shadow Arts, Stealthy. stretch the range of his specialized element. He may use
Special: Must know at least 3 shadow arts techniques, any shadow art technique and increase its range by 1.5
must have attained at least the third step of mastery in times. Techniques with a "Touch," "Personal," or "Melee"
any shadow art technique. range are unaffected.
CLASS INFORMATION Darkvision (Requires 1 other Shadow Mastery): The
Shadow Adept gains Darkvision up to 30ft. This mastery
Hit Die: d6 can be taken up to two times. Its effects stack.
Action Points: 7 + ½ character level, rounded down. Shadow Jump (Requires 3 other Shadow Masteries): A
CLASS SKILLS Shadow Adept gains the ability to travel between
shadows as if by means of a dimension door. The
The Shadow Adept's class skills are Balance (Dex), Bluff
limitation is that the transport must begin and end in an
(Cha), Chakra Control (Wis), Concentration (Con),
area with at least some shadow. A Shadow Adept can
Disguise (Cha), Disable Device (Int), Gather Information
jump up to a total of 20 feet each day in this way; this
(Cha), Hide (Dex), Jump (Str), Knowledge (current
may be a single jump of 20 feet or two jumps of 10 feet
events, ninja lore, popular culture) (Int), Listen (Wis),
each. Every two levels on this class (Rounded down), the
Move Silently (Dex), Ninjutsu (Int), Read Language
distance a Shadow Adept can jump each day doubles (40
(None), Search (Int), Sleight of Hand (Dex), Speak
feet at 2th, 80 feet at 4th, and 160 feet at 6th). This
Language (None), Spot (Wis), Tumble (Dex).
amount can be split among many jumps, but each one,
Skill Points: 5 + Int modifier.
no matter how small, counts as a 10-foot increment.
CLASS FEATURES Slippery Mind (Requires 2 other Shadow Masteries): If
SHADOW MASTERY a Shadow Adept is affected by a mind-affecting effect
Choose one of the following Masteries. A Mastery (Such as most Genjutsu) and fails her saving throw, 1
cannot be chosen twice unless specified: round later she can spend an action point to attempt her
Hide in Plain Sight (Requires 2 other Shadow saving throw again. She only gets this one extra chance
Mastery): A Shadow Adept can use the Hide skill even to succeed at her saving throw. If it fails as well, the
while being observed. As long as he is within 10 feet of effects occur normally.
some sort of shadow, a he can hide himself from view in
SNEAK ATTACK
the open without anything to actually hide behind. He
If he can catch an opponent when he is unable to
cannot, however, hide in his own shadow.
defend himself effectively from his attack, he can strike
Sneak Attack (Requires 2 other Shadow Mastery): The
a vital spot for extra damage. The Shadow Adept's attack
shadow adept's sneak attack increases by +1d6.
deals extra damage any time his target would be denied
Unavoidable Shadow (Requires 2 other Shadow
a Dexterity bonus to Defense (whether the target
Mastery): The Shadow Adept increases the saving throw
actually has a Dexterity bonus or not), or when he flanks
DC of his Shadow Arts techniques by 2.
his target. This extra damage is 1d6. If the Shadow Adept
score a critical hit with a sneak attack, this extra damage able to see the target well enough to pick out a vital spot
is not multiplied. and must be able to reach such a spot. He cannot sneak
Ranged attacks can count as sneak attacks only if the attack while striking a creature with concealment or
target is within 30 feet. With an unarmed strike, a striking the limbs of a creature whose vitals are beyond
Shadow Adept can make a sneak attack that deals reach.
nonlethal damage instead of lethal damage. He cannot BONUS FEAT
use a weapon that deals lethal damage to deal nonlethal Choose a feat from among the following, for which
damage in a sneak attack, even with the usual -4 penalty. you must meet any prerequisites: Alertness, Attentive,
A Shadow Adept can sneak attack only living creatures Blood Pact, Educated, Extend Technique, Focused,
with discernible anatomies, undead, constructs, oozes, Genin, Gift of Summoning, Hand Seals Proficiency,
plants, and incorporeal creatures lack vital areas to Improved Chakra Pool, Chuunin, Jounin, Meticulous,
attack. Any creature that is immune to critical hits is not Nin Weapons Proficiency, Ninjutsu Adept, Talented
vulnerable to sneak attacks. The Shadow Adept must be Shinobi, Technique Focus.
TABLE: THE SHINOBI SCRIBE
Level BaB Fort Ref Will Special Def Rep Chakra
1st +0 +0 +1 +2 Sealing Expertise +1 +0 +1 / +4
2nd +1 +0 +2 +3 Bonus Feat, Creative Calligraphy +1 +0 +3 / +8
3rd +2 +1 +2 +3 Focused Script +2 +0 +5 / +12
4th +3 +1 +2 +4 Trap Seal, Sealing Specialization +2 +0 +7 / +16
5th +3 +1 +3 +4 Master’s Touch +3 +1 +9 / +20
6th +4 +2 +3 +5 Bonus Feat, Sealing Specialization +3 +1 +11 / +24
7th +5 +2 +4 +5 Seal Slot Mastery, Master Scribe +4 +1 +13 / +28

SHINOBI SCRIBE CREATIVE CALLIGRAPHY


One of the skills most valued by a Fuinjutsu expert is
The shinobi scribe is a master of Fuinjutsu. With great to always be prepared. As long as you have ink or some
skill, these shinobi are powerful support units that can other colored liquid with which you can draw shapes,
offer a variety of special effects no other kind of you can scribe seals, and do not suffer a penalty for
technique can offer. Shinobi scribes often pair their crafting items without a calligraphy kit.
expertise with secondary abilities (usually Ninjutsu, You may assemble seals with any kind of material
though not always). when performing a Fuinjutsu technique, so long as the
final result has the rough shape of a seal. (For example,
REQUIREMENTS you could use a kunai to scratch a seal into a tree, or use
Skills: Fuinjutsu 9 ranks, Ninjutsu, Genjutsu, Taijutsu or twigs and rocks to form a seal) Using this method incurs
Chakra Control 6 ranks. a -4 penalty to the Fuinjutsu check for scribing the seal.
Feats: Sealweaver, Fuinjutsu Adept
FOCUSED SCRIPT
Special: The character knows at least 3 sealing
You are adept in focusing your sealing script to
techniques, of which at least one must be of Rank 5.
increase power. The save DC of your Fuinjutsu
CLASS INFORMATION techniques increase by 1.
Hit Die: d6 In addition, you gain a +2 bonus to all checks when
Action Points: 7 + ½ character level, rounded down. crafting chakra-based explosives and can now craft
Enhanced Explosives.
CLASS SKILLS These items have a craft DC 5 higher than their normal
The Shinobi Scribe's class skills are Chakra Control counterparts, and take twice as long to craft. They
(Wis), Concentration (Con), Craft (Calligraphy, cannot be used by anyone but their crafter.
Mechanical, Visual Art, Writing) (Int), Decipher Script You can overcharge these explosives, increasing the
(Int), Demolitions (Int), Forgery (Int), Fuinjutsu (Int), amount of charges they can carry by two. Each of these
Genjutsu (Cha), Knowledge (Arcane Lore, Earth and Life extra charges also increases the tag’s save DC by 1.
Sciences, History, Ninja Lore, Physical Sciences, TRAP SEAL
Theology and Philosophy) (Int), Ninjutsu (Int), You are able to learn the Ninjutsu no Wana technique.
Profession (Wis), Read/Write Language (None), For each odd-numbered step of mastery you obtain in
Research (Int), Search (Int), Sleight of Hand (Dex) and this technique, the maximum rank of the technique you
Spot (Wis). can set as a trap increases by one (up to Rank 10 total).
Skill Points: 5 + Int modifier. In addition, you can select one of the following
CLASS FEATURE Triggers to enhance your trap:
SEALING EXPERTISE Proximity Trigger: The radius of the trap expands by 5
You gain a +2 bonus to all Fuinjutsu checks. feet. Can be selected one additional time via the Trap
Additionally, your Fuinjutsu threshold increases by 1, Master Sealing Specialization (see below).
and you gain a +1 bonus to Learn checks when learning Timed Trigger: You can instead set the trap to explode
Fuinjutsu techniques. after a set time. You can set a timer for up to 1 minute
If you do not already have the Advanced Seal per odd-numbered Shinobi Scribe level.
Proficiency feat, you gain it now.
Chakra Trigger: Instead of having your trap explode you know. The seal becomes effective at a 30 ft. range
when approached, you can detonate it like an explosive and triggers when it is looked at.
tag. Doing so is a swift action and requires a Chakra Illusory Script: Once per day, when scribing a seal for
Control check (DC 10 + trap technique’s rank). You must a Fuinjutsu technique, you may also make a Genjutsu
be aware of the seal’s location, and no further than 50 check (DC equal to the Fuinjutsu perform DC) to make
feet away. the seal invisible, or change its appearance to another
SEALING SPECIALIZATION seal, text, image or other visual of roughly the same size.
Masters of Fuinjutsu understand that most times, Enemies studying the seal’s location may make a Will
enemies cannot be beaten by their Fuinjutsu alone, and save (DC 10 + Shinobi Scribe Level + your Charisma
they develop special sealing skills to synergize with their modifier) to disbelieve it, but must still dispel it to
other talents. Some, however, focus their training on an uncover its true form.
even greater mastery of sealing techniques. NINJUTSU
Each time you gain this ability, you may select one of Trap Master: You may learn another Trigger for your
the following. In order to select one of these abilities, Trap Seal, and your Trap Seal save DC penalty is reduced
your effective skill threshold for the listed technique by 1. Can be selected twice.
type must be at least 12. Regeneration: Once per day, you may perform a
CHAKRA CONTROL medical technique on yourself and instead store it’s
Ink Armor: You have harnessed the latent power of healing in a seal on your body, taking up one sealing slot.
the seals you place on your body, hardening your skin. The next time you are reduced below 50% health, the
For every two seal slots you have filled, gain a +1 natural seal triggers and immediately heals you at 50%
armor bonus. efficiency, after which the seal disappears.
Homeostasis: Once per day, you can perform Genjutsu Beacon Seal: Once per day, as a full-round action, you
Kai or Genjutsu Joukai on yourself, storing the effect can infuse an Advanced Seal with at least 3 chakra and
(with its roll) into a seal taking up a seal slot on your turn it into a Beacon that lasts for 5 minutes, plus one
body. The next time you are affected by a technique that minute per additional point of chakra spent (maximum
can be dispelled, the seal immediately activates and 1 minute per character level). While the Beacon is
releases the stored technique against it. Lasts until you active, you are aware of its general location. When you
take a night’s rest. use a Teleportation technique, you may target your
Beacon to teleport to it, boosting the technique’s range
FUINJUTSU by 50% and doubling its capability to move through
Seal Delivery: Once per day, you may deliver a
obstacles. You (and others you may carry) will appear in
Fuinjutsu technique requiring a touch attack through an
the square next to the Beacon.
Advanced Seal instead, throwing it with a ranged touch
attack. If it hits, it attaches itself to the target for 1 round TAIJUTSU
per odd-numbered Shinobi Scribe level, affecting it with Seal Strike: Once per day, when performing a
the Fuinjutsu technique, after which it falls to the Fuinjutsu technique that requires a touch attack to
ground and becomes useless. Targets are still allowed a succeed, you may instead enhance your next melee
save if the technique allows for one. attack (via a basic attack or technique) to deliver the seal
Sanguinary Script: When scribing seals, you may use on hit. Doing so increases the perform requirement and
your own blood to infuse the seal with increased power DC for both the Fuinjutsu and attack technique (if any)
and resilience. When you scribe a seal for a Fuinjutsu by 5. If the attack misses, the use is wasted.
technique, you may take 1 damage per rank of the MASTER’S TOUCH
technique. Any attempt by anyone other than the user Whenever you use a Fuinjutsu technique requiring a
to remove it has a 50% chance of failure. Additionally, touch attack to succeed, you may spend an Action Point
the user can control the seal, forcibly activating or to enhance it. You gain a bonus equal to your
deactivating it with a chakra control check (DC 10 + Intelligence modifier to the touch attack roll, and if
technique rank) as a move action, as long as he is within successful, the save DC (if any) increases by 2. The seal,
30 feet of the seal and knows where it is. once placed, cannot be removed or deactivated during
GENJUTSU the first half of its duration. A Shinobi Scribe with this
Stare Trap: When using the Ninjutsu no Wana ability may spend an AP when attempting to dispel a
technique, you may instead set a trap with any Doujutsu Fuinjutsu to ignore this immunity.
Once per day, you may also make a melee touch attack A true master of the sealing arts, you add a personal
against an opponent who carries a seal on their body (in ‘dialect’ to your seals, drastically altering the
one of their sealing slots) that you’ve previously composition of your sealing arrays and can scribe a
identified. If successful, you can forcibly activate or superior seal resistant to removal.
deactivate the seal for up to one round per Shinobi Scribe The DC to identify your Fuinjutsu increases by 10. If
level, as though their user had decided to activate them. not identified, your techniques cannot be dispelled.
While a seal is affected, its user cannot activate or In addition, when you perform any Fuinjutsu
deactivate it themselves. technique you may designate it as a Master Seal. Doing
SEAL SLOT MASTERY so immediately removes the Master Seal status from any
You have achieved great control over the seal slots on other seals you may have. You are always aware of the
your body, and can even transfer seals between yourself general direction and distance of your Master Seal, and
and someone else. are aware of attempts to tamper with it. Finally, level
When you fail the first Will save against a Fuinjutsu checks opponents make to dispel your Master Seal have
technique, your body automatically responds, allowing their DC increased by 2.
you a second save against the technique. BONUS FEAT
Once per day, you may make a touch attack against a Choose a feat from among the following, for which
creature to transfer a seal from one of your seal slots onto you must meet any prerequisites: Builder, Iron Will,
the target or transfer a seal from one of their seal slots Meticulous, Chakra Penetration, Chakra Restoration,
onto yourself. Transferred seals carry all properties they Greater Chakra Penetration, Improved Chakra Pool,
had before the transfer. Targets can save against the Insightful Reflexes, Talented Shinobi, Technique Focus,
technique as normal, and may resist having their seal Technical Knowledge, Will over Flesh, Craft Armor
stolen with a Will save (DC 10 + one-half character level Seals, Craft Sealed Items, Craft Weapon Seals, Extend
+ your Intelligence modifier). Technique, Heighten Technique, Widen Technique.
MASTER SCRIBE
TABLE: THE SHINOBI SQUAD LEADER
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +1 +2 Plan X +0 +1
2nd +1 +0 +2 +3 Natural Leader +1, Bonus Feat +1 +1
3rd +1 +1 +2 +3 Inspiration X +1 +2
4th +2 +1 +3 +4 Natural Leader +2, Bonus Feat +1 +2
5th +2 +1 +3 +4 Perfect Plan +2 +3

SHINOBI SQUAD LEADER The Shinobi Squad Leader gains a bonus of +1 to his
Leadership score on second level. On fourth level, this
Squad leaders are shinobi that are experts on leading bonus is increased to +2.
and coordinating shinobi groups to cooperate and work
INSPIRATION X
their skills as a perfect team, leading them to accomplish
On third level, the Shinobi Squad Leader can inspire
deeds worthy of their high-level shinobi skills.
his allies to even greater heights, bolstering them and
REQUIREMENTS improving their chances of success. An ally must listen
Skills: Bluff 6 ranks or Diplomacy 6 ranks, Knowledge to and observe the Shinobi Squad Leader for a full round
(Tactics) 6 ranks. for the greater inspiration to take hold, and the character
Feats: Chuunin, Cell Leader must make a Charisma check (DC 10). The effect lasts for
a number of rounds equal to the character Charisma
CLASS INFORMATION modifier. An inspired ally gains +2 morale bonus on
Hit Die: d8 saving throws, attack rolls, and damage rolls, which
Action Points: 6 + ½ character level, rounded down. stacks with any bonus from the Leadership Talent tree
CLASS SKILLS of the Smart Hero class (Extra +1 on checks for each
talent from said talent tree)
The Shinobi Squad Leader's class skills are Bluff (Cha),
Chakra Control (Wis), Concentration (Con), Diplomacy A Shinobi Squad Leader can’t inspire himself. The
(Cha), Genjutsu (Cha), Hide (Dex), Intimidate (Cha), hero can inspire a number of allies equal to one per
Investigate (Wis), Knowledge (current events, ninja Shinobi Squad Leader level.
lore, popular culture, streetwise, tactics) (Int), Listen
(Wis), Ninjutsu (Int), Move Silently (Dex), Sense Motive
PERFECT PLAN
On this level, the planning abilities of the Shinobi
(Cha), Speak Language (None), Spot (Wis), Survival
Squad Leader are almost perfect. By spending an Action
(Wis), Treat Injury (Wis).
Point, the Shinobi Squad Leader can use the Plan X
Skill Points at Each Level: 5 + Int modifier.
ability in one of the following ways:
CLASS FEATURES Fast Plan: The Plan requires only a full-round action,
PLAN X instead of one full minute.
At first level, the Shinobi Squad Leader's thinking Perfect Plan: The character adds 2 to the final bonus
ability are improved by his vast experience of the field, provided by the Plan X ability.
allowing him to make quick and efficient planning to Long-lasting Plan: The character adds the result of the
help he and his team to overcome any obstacle that Action Point to the duration of the Plan ability, and the
might be in his way. If the character did not possess the bonus provided by the Plan X ability is reduced by one
Plan Smart Hero talent, the Plan X functions the same for every two rounds (instead of every round).
way as mentioned talent using the Shinobi Squad Leader
BONUS FEAT
as base level. If he did, however, possess the Plan Smart
Choose a feat from among the following, for which
Hero talent, the Plan X ability still functions the same
you must meet any prerequisites: Armor Proficiency,
way as plan, except that the bonus the bonus acquired
Attentive, Deceptive, Focused, Jounin, Technique Focus,
by the result are increased by 1. This ability doesn’t stack
Trustworthy.
with the Plan X ability of Ninja Hunter.
NATURAL LEADER
TABLE: THE SHUNJUTSU MASTER

Level BaB Fort Ref Will Special Def Rep Chakra


1st +0 +0 +2 +0 Shunjutsu, Talent +3 +0 +1 / +2
2nd +1 +0 +3 +0 Increased Speed (5 feet) +4 +0 +2 / +4
3rd +2 +1 +3 +1 Momentum, Talent +4 +0 +3 / +6
4th +3 +1 +4 +1 Increased Speed (10 feet) +5 +0 +4 / +8
5th +3 +1 +4 +1 Talent +5 +1 +5 / +10
6th +4 +2 +5 +2 Master of Shunjutsu +6 +1 +6 / +12
7th +5 +2 +5 +2 Quicken Shunjutsu, Talent +6 +1 +7 / +14

SHUNJUTSU MASTER Meld Body I: The character can use Shunjutsu for the
purpose of bypassing any solid for no chakra 3/day.
The character has adapted to Shunjutsu so well that he Meld Body II (Requires Meld Body I): The character
is almost ethereal. Shinobi that practice this are can use Shunjutsu for the purpose of bypassing any solid
extremely rare. for no chakra 5/day.
REQUIREMENTS MAXIMIZE SHUNJUTSU TALENT TREE
Base Attack Bonus: +5 Through constant practice of Shunjutsu, the Shunjutsu
Skills: Move Silently 9 ranks, Ninjutsu 13 ranks, Tumble Master is able to expend large amounts of chakra to
9 ranks. travel even further distances than thought to be possible
Feats: Dodge, Mobility, Agile Riposte with the technique.
Special: Must have achieved at least 5th step of mastery Maximize Shunjutsu I: The character can pay 1.5x the
in Shunshin no Jutsu and Shunpo. cost of chakra (round up) to increase the distance by x2.
Maximize Shunjutsu II (Requires Maximize Shunjutsu
CLASS INFORMATION I): The character can pay 2x the cost of chakra to increase
Hit Die: d8 the distance by x3.
Action Points: 7 + ½ character level, rounded down. Maximize Shunjutsu III (Requires Maximize
CLASS SKILLS Shunjutsu I & II): The character can pay 2.5x the cost of
chakra (round up) to increase the distance by x4.
The Shunjutsu Master's class skills are Balance (Dex),
Chakra Control (Wis), Hide (Dex), Jump (Str),
ETHEREAL BODY TALENT TREE
The Shunjutsu Master learns to use Shunjutsu to shift
Knowledge (current events, ninja lore, popular culture,
only half of the atoms that make his body, turning
tactics) (Int), Move Silently (Dex), Ninjutsu (Int), Read
himself partially insubstantial.
Language (none), Speak Language (none), Spot (Wis),
Ethereal Body I (Any 2 other Shunjutsu Talents):
Taijutsu (Str), Tumble (Dex).
Dematerializes on users turn and doesn’t materialize till
Skill Points: 3 + Int modifier.
user’s next turn. Gains 25% concealment. User is
CLASS FEATURES essentially Incorporeal for one round, but cannot attack,
SHUNJUTSU use above as override.
The Shunjutsu Master is able to affect any jutsu that he Prerequisite: Any 2 other talents from the Shunjutsu
personally considers a Shunjutsu. The jutsus included in Talent trees.
this are Shunshin, Shundou, Shunpo, Mugen Shunpo, Ethereal Body II (Requires Ethereal Body I):
Hirameku, and Hiryuusen. Any ability that lists as Dematerializes on users turn and doesn’t materialize till
effecting a Shunjutsu effects all of these jutsus. user’s next turn. Gains 50% concealment.
TALENTS Ethereal Body III (Requires Ethereal Body II):
Choose one of the following Masteries. A Mastery Dematerializes on users turn and doesn’t materialize till
cannot be chosen twice unless specified: user’s next turn. Gains 75% concealment.

MELD BODY TALENT TREE UNCANNY ABILITY TALENT TREE


The Shunjutsu Master has learned to manipulate
Shunjutsu enough to move through solid objects.
The Shunjutsu Master has developed bizarre methods MASTER OF SHUNJUTSU
of manipulating the Shunjutsu and as a result is able to The user is the master of Shunjutsu and can nullify
do things no other shinobi can. enemies’ ability to use Shunjutsu if he so chooses. The
Switcheroo: If an enemy is using a Shunjutsu, the user must make an opposed Ninjutsu check to nullify the
character may use one as well and switch channels. The technique. The user gets his class bonus to nullify.
enemy goes to your destination and you go to his, the Limited to Intelligence modifier + 2 per day.
enemy receives a Will save equal to 10 + 1/2 Shunjutsu QUICKEN SHUNJUTSU
Master levels + Intelligence Modifier. May only be used Three times per day, the Shunjutsu Master can
1 times per day. This functions as an immediate action. perform a Shunjutsu technique as a quickened action,
Prerequisite: Any 4 other talents from the Shunjutsu provided the technique’s perform time is no longer than
Talent trees. 1 full-round action. The perform requirements of the
INCREASED SPEED technique are automatically met and performing the
At 2nd level, the Shunjutsu Master’s base speed technique does not provoke an attack of opportunity.
increases by 5 feet as long as he doesn't carry heavier This enables the Shunjutsu Master to take other actions,
than a light load. This bonus increases to 10 feet at 4th even performing a second technique, in the same round
level, and stacks with the Fast Hero's Increase Speed as he performed a quickened technique. The Shunjutsu
talent tree. Master can only gain one quickened action per round,
no matter the type (see Basic Game Mechanics for rules
MOMENTUM on Quickened Actions).
If user uses a non-hostile Shunjutsu in one round after
one was used in a non-hostile environment, cost is
reduced by 50%.
TABLE: THE SPACE-TIME SPECIALIST
Level BaB Fort Ref Will Special Def Rep Chakra
1st +0 +0 +2 +0 Space-Time Adept +1 +1 +1 / +4
2nd +1 +0 +3 +0 Teleportation 2/day +2 +1 +3 / +8
3rd +2 +1 +3 +1 Space-Time Avoidance, Bonus Feat +2 +1 +5 / +12
4th +3 +1 +4 +1 Teleportation 4/day +3 +2 +7 / +16
5th +3 +1 +4 +1 Space-Time Mastery +3 +2 +9 / +20

SPACE-TIME SPECIALIST Avoiding an Attack: The character may use this ability
as an instant action before an enemy’s attack roll (melee
The space-time specialist is a shinobi who is adept in or ranged attack, touch attack, or grapple attempt)
the ways of space-time Ninjutsu. targeting him specifically, or before he is hit by a
REQUIREMENTS technique that allows a reflex save or effect that
provokes an attack roll, as per Kawarimi and Tobikiri
Skills: Ninjutsu 13 ranks, Knowledge (Ninja Lore) 12
Kawarimi no Jutsu. The character can still use this ability
ranks, Concentration 10 Ranks.
if he is immobilized or flat-footed, so long as he is aware
Feats: Retrieval Expert, Ninjutsu Adept.
of the enemy. To avoid the attack, the user must make a
Special: Must know at least 3 Space-Time techniques.
Reflex save against the attack roll (add 5 if the attack is a
CLASS INFORMATION natural 20 or confirmed critical and an additional 5 if the
Hit Die: d8 character is immobilized or flat-footed) or technique
Action Points: 7 + ½ character level, rounded down. save DC (add 5 if the character is immobilized or flat-
footed). Success means the character avoids the attack
CLASS SKILLS and vanishes from sight with no visual or auditory cue,
The Space-Time Specialist’s class skills are Balance and reappears in a chosen location within the character’s
(Dex), Bluff (Cha), Chakra Control (Wis), Concentration base land speed (halved if previously immobilized). This
(Con), Craft (Calligraphy, Mechanical) (Int), Escape ability can only be used once per encounter and costs 3
Artist (Dex), Hide (Dex), Jump (Str), Move Silently points of chakra.
(Dex), Ninjutsu (Int), Sleight of Hand (Dex), Survival SPACE-TIME MASTERY
(Wis), Taijutsu (Str), Tumble (Dex). The Space-Time Specialist has become a master of
Skill Points: 5 + Int modifier. Space-Time manipulation, able to perform Space-Time
CLASS FEATURES techniques as if they were second nature. A number of
SPACE-TIME ADEPT times per day equal to his Intelligence modifier, the
You gain a +2 bonus to Ninjutsu checks to perform or character can choose one of the following effects:
identify techniques with the Space-Time descriptor and Space-Time Extension: The character can triple the
the DCs of your Space-Time techniques are increased by range of a Space-Time technique with the teleportation
1. In addition, you can make 1 extra attempt when descriptor.
learning Space-Time Ninjutsu techniques. You gain a +1 Cost Reduction: The character can reduce the chakra
bonus to your effective skill threshold when performing cost of a Space-Time technique by half (rounded up).
Space-Time Ninjutsu techniques. Quickened Space-Time Technique: The character
gains a quickened action to perform a single Space-Time
TELEPORTATION
technique with a perform time no longer than 1 attack
Twice per day the character may teleport as per Jigen
action. The Space-Time Specialist can only gain one
Ugoku no Jutsu, except the user may not transport
quickened action per round, no matter the type (See
another creature with him. The character does not have
Basic Game Mechanics for rules on Quickened Actions).
to know the technique in order to use this ability. At 4th
level in this class, the number of times this ability can be BONUS FEAT
used increases to 4 times per day. At 5th level in this class Choose a feat from among the following, for which
the user may transport one other creature. This ability you must meet any prerequisites: Acrobatic, Agile
functions as a move action. Riposte, Armor Proficiency, Athletic, Chuunin, Combat
Expertise, Combat Martial Arts, Combat Reflexes,
SPACE-TIME AVOIDANCE
Combat Tactics, Defensive Martial Arts, Dodge, Elusive Improved Feint, Improved Initiative, Improved Trip,
Target, Improved Avoidance, Improved Chakra Pool, Jounin, Lightning Reflexes, Mobility, Stealthy, Taijutsu
Improved Combat Expertise, Improved Disarm, Adept, Talented Shinobi.
TABLE: THE SPECIALIST SUMMONER

Level BaB Fort Ref Will Special Def Rep Chakra


1st +0 +0 +1 +2 Summon Specialization, Bonus Feat +1 +1 +1 / +4
2nd +1 +0 +2 +3 Augment Summoning +1 +1 +3 / +8
3rd +1 +1 +2 +3 Bonus Feat +2 +1 +5 / +12
4th +2 +1 +2 +4 Summoning Expertise +2 +2 +7 / +16
5th +2 +1 +3 +4 Bonus Feat, Swift Kuchiyose +3 +2 +9 / +20

SPECIALIST SUMMONER Specialist also receives a +4 bonus on Diplomacy and


Handle Animal checks with creatures of the chosen
This kind of shinobi excels at using the Kuchiyose no blood pact, even those not summoned by him or
Jutsu, a famous technique in the shinobi world that ordinary animals.
allows the user to summon different kinds of allies. They
AUGMENT SUMMONING
can be anything from small and harmless animals to even
At 2nd level, the Specialist Summoner further
special summons of colossal proportions, able to turn the
improves his skills at summoning tougher and stronger
tide of battle by themselves. Many famous ninja such as
allies. He receives the feat Augment Summoning.
the legendary Sannin are known for their mastery
of Kuchiyose no Jutsu. SUMMONING EXPERTISE
The greatest degree of expertise achieved by the
REQUIREMENTS Specialist Summoner is the ability to summon his allies
Skills: Ninjutsu 6 Ranks spending less of his spiritual and physical energy. A
Feats: Blood Pact Specialist Summoner of 4th level or higher, by spending
Special: The character must have achieved at least the an Action Point or Meta Chakra charge, is able to reduce
first stage of mastery with Kuchiyose no Jutsu. the cost to summon a creature of the chosen blood pact
CLASS INFORMATION by 0.5 points of chakra per Summon level and per level
in this class. Regardless of the amount reduced, the cost
Hit Die: d6 cannot be lowered by more than half.
Action Points: 6 + ½ character level, rounded down. For example, a level 4 Specialist Summoner trying to
CLASS SKILLS summon a level 5 Soldier Kuma would pay 11 points
chakra instead of 15.
The Specialist Summoner's class skills are Chakra
Control (Wis), Concentration (Con), Craft (calligraphy) SWIFT KUCHIYOSE
(Int), Diplomacy (Cha), Knowledge (ninja lore, theology At 5th level, the Specialist Summoner further refines
and philosophy) (Int), Listen (Wis), Ninjutsu (Int), his mastery over Kuchiyose no Jutsu, making him able to
Profession (Wis), Search (Int), Spot (Wis). use said technique as an Attack Action Instead of a Full
Skill Points: 5 + Int modifier. Round Action.
CLASS FEATURES BONUS FEAT
SUMMONING SPECIALIZATION Choose a feat from among the following, for which
At 1st level, the Specialist Summoner choses a blood you must meet any prerequisites: Animal Affinity (with
pact in which he will spend the rest of his levels their chosen Blood Pact), Chuunin, Empowered
specializing into. When using Kuchiyose no Jutsu to Summoning, Genin, Harmony, Improved Chakra Pool,
summon a creature of the chosen blood pact, the Jounin, Ninjutsu Adept, Talented Shinobi, Technique
summoner receives a bonus of +4 to perform. The Focus (Kuchiyose no Jutsu).
TABLE: THE SWORD SAINT
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +0 +1 +1 Saint’s Blessing (+1) +1 +0 +1 / +2
2nd +2 +0 +2 +2 Saint’s Fury +2 +0 +2 / +4
3rd +3 +1 +2 +2 Saint’s Blessing (+2), Saint’s Conviction (+1) +2 +1 +3 / +6
4th +4 +1 +2 +2 Bonus Feat +3 +1 +4 / +8
5th +5 +1 +3 +3 Saint’s Blessing (+3) +4 +1 +5 / +10
6th +6 +2 +3 +3 Condemnation, Saint’s Conviction (+2) +4 +2 +6 / +12
7th +7 +2 +4 +4 Saint’s Blessing (+4), Sword and Soul as One +5 +2 +7 / +14

SWORD SAINT an elemental Ninjutsu technique by swinging her


weapon toward the targeted area. A Sword Saint may
A sword saint is the perfect marriage of Ninjutsu and only ignore the hand-seal or half-seal requirement of a
Taijutsu. With but a swing of her sword, the sword saint technique that matches the elemental of her Elemental
unleashes devastating elemental attacks which tear apart Specialization ability.
her opponents. A sword saint is not something attained To ignore the hand-seal or half-seal requirement of a
through mere effort, and all sword saints are geniuses of technique the sword saint must be able to perform the
an extreme caliber in either Ninjutsu or Taijutsu. To be technique purely with her skill threshold. If a sword
a sword saint is more than merely being powerful, as the saint must roll her Ninjutsu skill in order to perform the
title of sword saint confers a great deal of renown and technique, then she may not ignore the hand-seal or
influential skill. The fastest path to this class is through half-seal requirements. Using a technique with this
any heroic class. method does not provoke an Attack of Opportunity
REQUIREMENTS when threatened.
Further, the sword saint's skill grows more and more
Base Attack Bonus: +7
with each battle. A sword saint gains a +1 bonus to
Skills: Ninjutsu 10 ranks, Taijutsu 10 ranks, Chakra
performance rolls and skill threshold with elemental
Control 5 ranks.
Ninjutsu and Taijutsu techniques. This bonus increases
Feats: Genius Nin(Ninjutsu) or Genius Nin(Taijutsu);
by 1 every 2 levels, up to a maximum of +4.
Ninjutsu Adept; Taijutsu Adept.
Special: A would-be sword saint must be recognized by SAINT'S FURY
another living sword saint, or must have defeated foe(s) A sword saint's fury knows no bounds. As a free action,
of CR+3 by herself. during her turn, the sword saint may enter an elemental
rage. A sword saint's weapon is sheathed in elemental
CLASS INFORMATION energy for the duration of the rage. This energy
Hit Die: d8 enhances the sword saint's weapon attacks, causing her
Action Points: 7 + ½ character level, rounded down. to deal additional damage of the same type as her
CLASS SKILLS Elemental Specialization. This additional damage
increases once every third level as follows:
The Sword Saint's class skills are Balance (Dex), Chakra
Control (Wis), Climb (Str), Concentration (Con), Jump TABLE: SAINT’S FURY DAMAGE

(Str), Knowledge (current events, history, ninja lore, Class Level Additional Damage
popular culture) (Int), Listen (Wis), Move Silently (Dex), 1st 2d6
Ninjutsu (Int), Read Language (None), Search (Int), 4th 3d6
Speak Language (None), Spot (Wis), Taijutsu (Str), 7th 4d6
Tumble (Dex).
During this rage, the sword saint may freely ignore the
Skill Points: 5 + Int modifier.
hand-seal and half-seal requirement of any elemental
CLASS FEATURES Ninjutsu technique, regardless of her Elemental
Specialization. Further, the sword saint's save DCs for
SAINT'S BLESSING elemental Ninjutsu sharing her Elemental Specialization
As the sword saint's skill in Taijutsu grows, so does her
increase by 2 while raging. A sword saint gains a +4
skill in Ninjutsu. The sword saint gains the ability to use
bonus versus fear, a +2 bonus to reflex saves against
freely ignore the hand-seal or half-seal requirement of
elemental Ninjutsu, and a -2 penalty to Defense for the standard action, gain the Frightful Presence
duration of the rage. extraordinary ability with a range of 50 ft. The sword
An elemental rage lasts for a number of rounds equal saint's Frightful Presence is not limited by the hit dice of
to 3 + ½ Sword Saint Class Levels + her Intelligence the target and will affect everyone applicable within
Modifier. At the end of a rage, the Sword Saint is range--whether ally or enemy. All creatures affected by
exhausted for an amount of time equal to the time spent the sword saint's Frightful Presence must make a Will
in the rage. Save against a DC of 10 + the Sword Saint's class level +
SAINT'S CONVICTION the Sword Saint's Strength modifier. If a creature fails
A sword saint may modify any elemental Ninjutsu and this save, then it's Shaken for 2d6 + 2 rounds. If a
bind its wild energies into her sword. This ability may creature fails this save by 5 points or more, then it is
only be used when in an elemental rage. As part of this frightened for 1d4 rounds and flees from the sword saint
ability the sword saint uses a move-equivalent action to as quickly as it can.
perform any elemental Ninjutsu technique she knows. This ability may be used once per encounter, and the
However, instead of selecting a target and performing Frightful Presence lasts for a number of rounds equal to
the technique normally she binds the technique within 3 plus the sword saint's Charisma modifier. This ability
her weapon. The weapon must be a Masterwork +2 item, may be used as a swift action upon entering an elemental
or it is destroyed when this ability is used. The chakra rage. A creature that successfully saves against the sword
cost is paid as per normal for this technique, and the saint's Frightful Presence is not subject to it again for 24
sword saint may not tap reserves to pay for the cost of hours.
the chosen technique. The binding will fail if the SWORD AND SOUL AS ONE
technique costs more chakra than the sword saint's total The sword saint may spend an action point to activate
character level, and on a failed binding the chakra spent this ability. The sword saint becomes a pure expression
on the technique is wasted. of sword skill and ninja skill as she flawlessly marries her
When a sword saint has an elemental Ninjutsu bound sword and elemental techniques into one. After this
within her sword she may choose to release it upon a ability is activated the sword saint may use the Saint's
successful melee attack. The target of her successful Conviction ability to bind elemental ninjutsu as a free
melee attack is immediately subjected to the effects of action during a full attack action. She may perform, bind,
her chosen technique, such as damage, being knocked and then discharge a number of elemental Ninjutsu
back, etc. as if he was the target of the technique. The techniques equal to the number of attacks she has
technique does not activate normally, and only affects available in a full attack action.
the target of the sword saint's melee attack. The target Example: Sanagi spends an Action Point to use Sword
may make a Fortitude Save to halve the damage of the and Soul as One. She has 6 BAB, so she can make two
technique, even if the technique would normally require attacks on a full attack action. She may bind Elemental
a different saving throw or did not allow a save. The Beatdown: Rank 1 into her sword and discharge it with
Fortitude Save is equal to 10 + Technique Rank + Sword her first attack, and then immediately bind Elemental
Saint's Intelligence modifier. All other effects of a Beatdown Rank 2 and discharge it with her second
technique use technique's rules normally. The technique attack. Both bindings are performed as a free action, and
is still modified by any abilities that modify its damage do not interrupt her full attack action.
or effects, such as Elemental Fury. Techniques bound in this manner still obey all the
A technique may only be bound if its Rank is equal to restrictions outlined in Saint's Conviction.
the sword saint's total character level-3, up to a This ability remains active for a number of full attack
maximum of Rank 11 techniques. A sword saint may not actions equal to the sword saint's Charisma modifier
bind more than one technique within her weapon, and (minimum 1), at which point it ends and the sword saint
any currently bound techniques dissipate harmlessly is fatigued for 1 hour.
when a new one is bound. The sword saint may not activate this ability when
In additional, a sword saint gains a +1 bonus to hit fatigued or exhausted.
when attacking while a technique is bound within her BONUS FEAT
weapon. This bonus increases to +2 at 6th level. Choose a feat from among the following, for which
CONDEMNATION you must meet any prerequisites: Advanced Two-
A sword saint gains the ability to project her killing Weapon Fighting, Archaic Weapon Proficiency,
intent and use it as a weapon. A sword saint may, as a Athletic, Blind Fight, Blood Pact, Chakra Presence,
Chuunin, Cleave, Exotic Melee Weapon Proficiency, Two-Weapon Fighting, Nin Weapons Proficiency,
Flawless Form, Genin, Improved Chakra Pool, Improved Power Attack, Two-Weapon Fighting.
TABLE: THE TORA OSHIEGO
Level BaB Fort Ref Will Special Def Rep Chakra
1st +1 +1 +2 +2 Tiger’s Fury +2, Tora no Tsume +1 +0 - / +1
2nd +2 +2 +3 +3 Bonus Feat +2 +0 +1 / +2
3rd +3 +2 +3 +3 Sneak Attack +1d6 +2 +0 +1 / +3
4th +4 +2 +4 +4 Tiger’s Fury +3, Tora no Tsume 1d8, Increased Speed 5 ft. +3 +1 +2 / +4
5th +5 +3 +4 +4 Bonus Feat +4 +1 +2 / +5
6th +6 +3 +5 +5 Sneak Attack +2d6 +4 +1 +3 / +6
7th +7 +4 +5 +5 Tiger’s Fury +4, Tora no Tsume 1d10 +5 +2 +3 / +7
8th +8 +4 +6 +6 Bonus Feat, Increased Speed 10 ft. +6 +2 +4 / +8
9th +9 +4 +6 +6 Sneak Attack +3d6 +6 +2 +4 / +9
10th +10 +5 +7 +7 Tiger’s Rend, Tiger’s Fury +5, Tora no Tsume 2d6 +7 +3 +5 / +10

TORA OSHIEGO require patience and concentration; this includes the


performing of techniques. He can use any feat he has
After training under self-proclaimed a Tora Sensei, except for Expertise, item creation feats, meta-chakra
some students take their role as Tora Oshiegos to the feats and skill focus.
point where they begin to take on qualities that simulate A fit of rage lasts by this equation, X + Constitution
the tiger. After many observations of the stalking tiger, modifier. The X is the number specified above. The Tora
Tora Oshiegos learn to control their strength and plan Oshiego is able to prematurely end the rage voluntarily.
their attack strategies as their feline idol. At the end of the fury, the Tora Oshiego is fatigued (-2
REQUIREMENTS Strength, -2 Dexterity, can't charge or run) for the
duration of the encounter. The Tora Oshiego can only
Base Attack Bonus: +4
fly into a rage once per encounter. Entering a rage takes
Skills: Chakra Control 6 ranks, Taijutsu 6 ranks.
no time itself, but the Tora Oshiego can only do it during
Special: Possess the technique Tora no Kougake.
his action, not in response to somebody else's action. At
CLASS INFORMATION the 10th Level a Tora Oshiego's rage does not cause him
Hit Die: d8 to become fatigued at the end of its duration or when it
Action Points: 6 + ½ character level, rounded down. is cancelled.

CLASS SKILLS TORA NO TSUME


The Tora no Kougake becomes such an integral part to
The Tora Oshiego's class skills are Balance (Dex), Chakra the Tora Oshiego that the weapon becomes more natural
Control (Wis), Climb (Str), Handle Animal (Cha), Hide to create and deadlier to use. The Tora Oshiego is able to
(Dex), Intimidate (Cha), Jump (Str), Knowledge (Ninja manifest this signature weapon as a move action. This
Lore) (Int), Listen (Wis), Move Silently (Dex), Profession ability is similar to the technique, Tora no Kougake,
(Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), except that it costs no chakra to perform, no
Taijutsu (Str), Tumble (Dex). concentration is needed, and does not provoke an attack
Skill Points: 3 + Int modifier. of opportunity. The Tora no Tsume lasts until dispelled
CLASS FEATURES (as a free action) or until dropped, disarmed, or
Tiger's Fury sundered, at which point they dissipate instantly.
At 1st level, a Tora Oshiego can enter a state of savage Though the claws can be broken by chakra-enhanced
rage, becoming the epitome of the tiger's blood-thirsty, attacks (the Tora no Tsume's hardness is 10, and has 5 hit
but calculating nature. The Tora Oshiego temporarily points, plus 1 per Tora Oshiego level), the Tora Oshiego
gains a +2 bonus to his attack bonus and damage. This can simply create another as a move action. The Tora no
bonus increases every 3 Tora Oshiego levels by the Tsume surrounds the user's hands entirely and extend at
specified number written. The bonus is only applied to the finger tips to resemble the claws of a tiger. To a
attacks using the Tora no Tsume written below. While Medium-sized character, Tora no Tsume deals 1d6
raging, a Tora Oshiego cannot use skills or abilities that points of damage and has a critical modifier of 19-20/x2.
The damage is increased to 1d8 at level 4, to 1d10 at level can strike a vital spot for extra damage. The Tora
7, and finally to 2d6 at level 10. Oshiego’s attack deals extra damage any time his target
The Tora no Tsume is always considered a chakra- would be denied a Dexterity bonus to AC (whether the
enhanced weapon for the purpose of bypassing damage target actually has a Dexterity bonus or not), or when
reduction. The Tora no Tsume can be used to deal non- the Tora Oshiego flanks his target. This extra damage is
lethal damage just like a normal weapon at a -4 penalty. 1d6 at 3rd level, and it increases by 1d6 every three Tora
Because these artificial claws have been mastered to such Oshiego levels thereafter. Should the Tora Oshiego score
a degree, the Tora Oshiego may count it as unarmed a critical hit with a sneak attack, this extra damage is not
attacks for the benefits of feats, skills, abilities, and multiplied. Ranged attacks can count as sneak attacks
techniques. only if the target is within 30 feet.
INCREASED SPEED A Tora Oshiego can sneak attack only living creatures
At 4th and 8th level, the Tora Oshiego's base land with discernible anatomies—undead, constructs, oozes,
speed increases by 5 feet. This bonus applies only when plants, and incorporeal creatures lack vital areas to
the character is unencumbered and wears light armor or attack. Any creature that is immune to critical hits is not
no armor. This ability stacks with other similar abilities. vulnerable to sneak attacks. The Tora Oshiego must be
able to see the target well enough to pick out a vital spot
TIGER'S REND and must be able to reach such a spot. A Tora Oshiego
At 10th level the Tora Oshiego uses all knowledge of
cannot sneak attack while striking a creature with
the tiger's ability to maim prey during a hunt to harm his
concealment or striking the limbs of a creature whose
adversaries. At the end of a charge, a Tora Oshiego is able
vitals are beyond reach.
to make a full attack as per the Pounce Extraordinary
ability. The bonus gained by attacking during a charge is BONUS FEATS
applied to every attack made during Tiger's Rend. Choose a feat from among the following, for which
In addition to gaining pounce, the Tora Oshiego's you must meet any prerequisites: Alertness, Armor
epitome of expertise in everything Tiger awards him Proficiency (light), Attentive, Blood Pact (Tora), Combat
with the ability to Rake his hapless victims. For this Martial Arts, Combat Throw, Defensive Martial Arts,
ability, the Tora no Tsume may act as natural weapon. Dodge, Efficient Technique, Harmony, Improved
Charka Pool, Innate Control, Keen Senses, Mobility,
SNEAK ATTACK Taijutsu Adept, Training, Weapon Focus (Tora no
If a Tora Oshiego can catch an opponent when he is
Tsume).
unable to defend himself effectively from his attack, he
CHAPTER 8: TECHNIQUES
TECHNIQUE TYPES AND SUBTYPE(S) Mokuton (Wood), Ranton (Storm), Shakuton (Scorch),
Yoton (Lava).
NINJUTSU (INTELLIGENCE) Jokaton (Purification):
The most versatile of technique types, Ninjutsu is most Kamiton (Paper): Techniques allow the user to
known for its manipulation of the elements, but also manipulate paper in numerous ways. You take a -5
covers a host of other effects, such as teleportation. penalty to learn these techniques, and take twice as long
Advanced Elemental Subtypes: These subtypes refer to to learn. The characters with the Origami Arts feat can
a specific element, and you must have the relevant bypass these penalties.
elemental affinity in order to learn and perform them. Shoton (Crystal):
These techniques often deal damage according to their
element. The new elemental subtypes are Bakuton
(Explosion), Futton (Boil), Hyouton (Ice), Jiton (Dust),
CHAKRA CONTROL
Rank 2
Suzushii Tate no Jutsu (Cool Shield Technique)

Rank 3
Body Sekitan Kenkyaku no Jutsu (Coal-Walker Technique)
Spirit Reitete (Lay on Hands)
Seirei Henkou: Kinzoku Mane no Jutsu (Soul Modification: Metal Mimicry Technique)
Seirei Henkou: Tenshi Kousei no Jutsu (Soul Modification: Elemental Configuration
Technique)

Rank 4
Spirit Seireiha Henkou: Tsubute (Soul Modification: Thrown)

Rank 8
Spirit Seirei Henkou: Tenrappa Bakuha (Soul Modification: Heaven’s Trumpet Blast)
Seirei Henkou: Tora no Kougake (Soul Modification: Gauntlets of the Tiger)

Rank 10
Spirit Reitete Kengen (Lay on Hands Empowered)

Rank 14
Myugan Sutansu: Chakra Hen’I (Myugan Stance: Chakra Displacement)

MYUGAN SUTANSU: CHAKRA HEN’I (MYUGAN STANCE: from, or a different creature in an adjacent square to the
CHAKRA DISPLACEMENT) user. The target will suffer damage equal to 1 per chakra
Chakra Control (Requires Shitatchi (a)) [Myugan point drained.
Hijutsu] Chakra Transfer: If the user is within five feet of
Rank: 14 (Super S); Learn DC: 31, 8 successes; Perform: another enemy or an allied ninja, he can transfer the
20 (DC 38); Time: 1 full-round action; Components: C, chakra to that person. The user makes a ranged touch
S, M; Range: Close/Melee; Target: one creature (See attack to isolate the new target’s chakra points and force
Text); Duration: Instant; Save: Fortitude partial; CR: Yes; chakra into their body. If the target is an enemy, the user
Cost: 15. can pump all of the chakra into a small region of points
to deal damage equal to the amount of chakra originally
The user must have the Shitatchi bloodline ability
drained. If the target is an ally, the user can make a
activated in order to perform this technique.
Concentration check (DC 30) to focus on the amount he
The user must make both a Concentration and Chakra
is expending so that he can restore the ally’s chakra pool
Control check (DC 25) to gather a large amount of
without overloading them. Any leftover points of chakra
chakra in his hands. They will take the shape of tiny,
are converted to damage to the user.
sharp points on the fingertips. Next the user makes a
Passive Disperse: The user can make a chakra control
touch attack against a single creature. If the user
check (DC 20) to release the chakra out of his arm in a
succeeds his touch attack, he will hit the target in a
ray away from the user. If a creature happens to be in the
selected area. Instead of dealing damage, the user makes
way of the blast, it can make a Reflex save to avoid the
contact and performs a second Chakra Control check
blast or else suffer 2d8 force damage.
(DC 20 + the target’s CR) to extract the target’s chakra.
The user drains 10d4 points of chakra from the target.
REITETE (LAY ON HANDS)
Finally, the user can do one of the following:
Chakra Control (Spirit) (Requires Chakra Control 9
Chakra Explosion: The user can harness and force the
ranks) [Lost Hijutsu]
absorbed chakra back out in the form of force damage.
The user may target the same creature he drained chakra
Rank: 3 (C); Learn DC: 15, 3 successes; Perform: 4 (DC
16); Time: 1 minute; Components: C, Mas; Range: Touch
(See Text); Target: One creature; Duration:
SEIREI HENKOU: KINZOKU MANE NO JUTSU (SOUL
Instantaneous (see text); Save: Will negates (harmless)
MODIFICATION: METAL MIMICRY TECHNIQUE)
Chakra Control (Spirit) (Requires Seireiha (3))
(see text); CR: Yes; Cost: 4.
Rank: 3 (C); Learn DC: 18; 2 successes; Perform: 5 (DC
The user lays his hand on the target's chest and gently
16); Time: 1 move action; Components: C; Range:
allows his chakra to seep into its chakra coils and be
Personal; Effect: Modifies 1 Soul Edge; Duration: 1
absorbed.
Round/level; Save: None; Cost: 2.
The subject gains 2 points of chakra. This technique
can only be used on a single creature once per day. A Most Soul Edges are said to be shapeless and formed by
character with 5 or more levels in the Elementalist the concentration of chakra; however, few who master
(Doton) advanced class can reverse the petrification the Soul Edge Technique are able to change its own form
from a creature by using this technique. and simulate different substances. With the Kinzoku
While using Reitete no Jutsu, the user can perform this Mane no Jutsu the user may select any type of special
technique while possessing a target creature to transfer substance for his Soul Edge to simulate.
chakra to said target. The Soul Edge remains weightless and considered
Mastery – The fifth step of mastery in this technique Chakra-enhanced, but the technique also allows it to
allows the user to replenish the subject's chakra reserve bypass certain damage reduction depending on
by the same amount instead of its chakra pool, and substance chosen. Substances may include Silver,
prevent chakra depletion if used within 5 minutes of Adamantine, Cold Iron, Darkwood, etc. Certain
suffering the condition. It can only be obtained at ECL substances may be disallowed due to DM’s discretion.
15 or higher. Mastery – At the third step of mastery in this
technique, the user may perform this technique once
and affect a second Soul Edge with the same substance
REITETE KENGEN (LAY ON HANDS EMPOWERED)
simulated.
Chakra Control (Spirit) (Requires Chakra Control 14
At the fifth step of mastery in this technique, the user
ranks) [Lost Hijutsu]
may use different substances on separate Soul Edges.
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 16 (DC
30); Time: 1 minute; Components: C, Mas; Range: Touch
(See Text); Target: One creature; Duration: SEIREI HENKOU: TENRAPPA BAKUHA (SOUL MODIFICATION:
Instantaneous (see text); Save: Will negates (harmless) HEAVEN’S TRUMPET BLAST)
(see text); CR: Yes; Cost: 10. Chakra Control (Spirit) (Requires Seireiha (3); any 1
other Seirei Henkou Technique)
This technique is an advanced form of the Reiki
Rank: 8 (A); Learn DC: 26, 3 successes; Perform: 10 (DC
technique, allowing the user to funnel more chakra into
25); Time: 1 attack action; Components: C, F, E; Range:
the subject’s chakra coils.
30 ft.; Area: Semi-circle, center where user is located;
The subject gains 10 points of chakra, divided at the
Duration: Instant; Save: Reflex halve; Cost: 10.
user’s discretion between the subject’s chakra pool and
reserves. The user can prevent chakra depletion in the As shinobi develop through their careers, most
subject if this technique is used within 5 minutes of accumulate a large store of chakra within their bodies.
suffering the condition. This technique can only be used The Soul Edges of old were unable to tap into these
on a single creature at a time, and can be used no more reserves to empower the weapons that reflected their
than 2 times per day. A character with 5 or more levels ever-changing chakra. Now a technique has been
in Elementalist (Doton) class can reverse petrification created which allows a user to pack their chakra into a
from a creature by using this technique. Soul Edge and release a devastating swing of raw chakra
While using Reitete no Jutsu, the user can perform this that injures anyone in its arc. Anyone caught within the
technique while possessing a target creature to transfer area of the Tenrappa Bakuha receives 10d6 Force
chakra to said target. damage; a successful reflex save reduces the damage by
Mastery – The fifth step of mastery in this technique half. Unattended objects also receive damage from this
allows the user to double the amount of chakra he can technique. Once the technique is performed, the Soul
provide the subject, but at triple the chakra cost. It can Edge used for the attack dissipates.
only be attained at ECL 16 or higher.
Empower – The range of this technique is increased by At the fifth step of mastery in this technique, the user
5 feet for every 2 chakra points added to a maximum of may use a different Elemental Affinity on separate Soul
60 feet. Edges.
Material Focus – 1 Soul Edge.

SEIREI HENKOU: TORA NO KOUGAKE (SOUL MODIFICATION:


SEIREI HENKOU: TENSHI KOUSEI NO JUTSU (SOUL GAUNTLETS OF THE TIGER)
MODIFICATION: ELEMENTAL CONFIGURATION TECHNIQUE) Chakra Control (Spirit) (Requires Seireiha (3); any 1
Chakra Control (Spirit) (Requires Seireiha (3)) other Seirei Henkou Technique)
Rank: 3 (C); Learn DC: 18, 2 successes; Perform: 5 (DC Rank: 8 (A); Learn DC: 26, 3 successes; Perform: 10 (DC
16); Time: 1 move action; Components: C; Range: 25); Time: 1 move action; Components: C, E; Range:
Personal; Effect: Modifies 1 Soul Edge; Duration: 1 Personal; Duration: 1 round/level or 1 full-round; Save:
round/level; Save: None; Cost: 2. None; Cost: 8.

Through the mastery of forming Soul Edges, a user can Once this technique is performed the designated Soul
control the form of their Soul Edges with this technique. Edge changes shape and wraps around the user’s
Depending upon the user’s elemental affinities, the Soul forearm. The chakra also extends past the user’s finger
Edge he places this technique on will reconstruct itself tips creating menacing claws that are double in length of
into a new shape with new properties correlating with his fingers. The user automatically gains proficiency
their elemental affinities. A user of this technique may with claw attacks and can apply his dexterity modifier to
only perform this technique on a single Soul Edge that Attack Rolls. Because the claws are held together by
has already been created; also, a user may only select one intense chakra control, damage dealt by Tora no
elemental affinity for the Soul Edge. Once this technique Kougake are 2d6 + Wisdom modifier and is considered
expires, the Soul Edge that was affected dissipates no chakra-enhanced. The Soul Edge in this state can also be
matter the duration left for it when it was created. used defensively granting the user a +2 Deflection bonus
Fire: The Soul Edge takes on a reddish hue and deals to his AC.
an extra 1d6 Fire damage. Empower – Another option of this technique is to
Water: The Soul Edge takes on a bluish hue and create one devastating attack by doubling the Chakra
becomes a whip, the Soul Edge gains a reach of up to 15 Cost. There must be an unobstructed path of at least 15
feet and can attack adjacent enemies. feet or more between the user and his target. If there is
Earth: The Soul Edge becomes a quarterstaff and has a a pathway, then the user may undergo a charge attack
diameter equal to the size of his forearm. In this form the and deliver a mighty thrust at the end. Using the
Soul Edge cannot be used to attack, but gives the user +2 technique this way requires a touch attack from the user
Deflection to his AC. and deals 8d6 untyped damage + the user’s ranks in
Wind: The Soul Edge becomes a thin blade, this Chakra Control. If the user fails to succeed his
element grants the property Keen to the Soul Edge. opponent's AC, then no damage is given and Chakra is
Ice: The Soul Edge becomes a long staff of ice and wasted.
shatters immediately once the technique is performed,
the scattering ice pieces reflect in the sun making it
harder to concentrate on the user. The user gains 20%
SEIREIHA HENKOU: TSUBUTE (SOUL MODIFICATION: THROWN)
Chakra Control (Spirit) (Requires Seireiha and Chakra
Concealment if in daylight. Concealment is only granted
Control 7 ranks)
in the area the Soul Edge dispersed.
Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 5 (DC
Electricity: The Soul Edge becomes a sphere of
17); Time: 1 attack action; Components: C, Mas; Target:
electricity and upon the user’s thought is fired at any
Creates thrown projectiles; Duration: 1 minute/level (D);
opponent within 30 feet. The orb of electricity deals 2d6
Save: None; CR: No; Cost: 5.
Electricity damage and is considered a range attack.
Mastery – At the third step of mastery in this The user creates a shapeless, weightless blade of
technique, the user may perform this technique once chakra. The blade counts as a needle properly sized to
and affect a second Soul Edge with the same Elemental the user, but can only be sundered by chakra-enhanced
Affinity. attacks (for a Medium-sized character, the soul edge
would deal 1 point of damage, crit 20/x2, range of 10 ft.).
The needle will appear in the user's hand and will
instantly dissipate on the following round it leaves his an attack of opportunity, but suffers a –20 penalty to
grasp. The needle counts as chakra-enhanced when meet the perform requirements, must pay double the
delivering attacks, and has a hardness of 6 and 4 hit chakra cost.
points. The jutsu creates 2 needle per use.
Kunai, needles, shuriken and large shuriken created
this way benefit from all abilities, talents and feats the
SUZUSHII TATE NO JUTSU (COOL SHIELD TECHNIQUE)
Chakra Control (Requires Ryokujun no Jutsu (t))
creator has when making them.
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 (DC 13);
Mastery – The first step of mastery enables the user to
Time: 1 attack action; Components: C; Range: Personal;
create throwing shuriken with the standard stats for a
Target: You; Duration: 10 minutes/level (D); Saving
creature their size and also being chakra-enhanced.
Throws: Fortitude partial (see text); Cost: 2.
The third step of mastery enables the user to create
kunai with the standard stats for a creature their size and Using this technique, the user creates a thin layer of
also being chakra-enhanced. cooling chakra on his body that shield him against the
The fifth step of mastery enables the user to create effects of hot weather. For the duration of this
large shuriken with the standard stats for a creature their technique, the user will keep himself cool and as though
size and also being chakra-enhanced. Each use creates he was under moderate weather if the temperature is
two large shuriken. above 90°F, but below 110°F. Above 110°F, the
The third step of this jutsu increases the number of technique does not function.
kunai, needles, and shuriken created to 4. Mastery – Every step of mastery in this technique
The fourth step of this jutsu increases the number of allows the technique to be used 2°F higher, up to a
kunai, needles, and shuriken created to 6. a maximum of 120°F.
The fifth step of this jutsu increases the number of
kunai, needles, and shuriken created to 8.
TORA NO KOUGAKE (GAUNTLETS OF THE TIGER)
Chakra Control (Spirit; requires Seireiha (3))
SEKITAN KENKYAKU NO JUTSU (COAL-WALKER TECHNIQUE) Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 6 (DC
Chakra Control (Body) (Requires Tadayou (t)) 16); Time: 1 attack action; Components: C; Range:
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC Personal; Effect: Creates 1 Tora no Kougake; Duration: 1
16); Time: 1 move action; Components: C; Range: minute/level (D); Save: None; Cost: 4.
Personal; Target: You; Duration: 1 minute/level; Saving
Throws: None; Cost: 1. Though few have mastered the art of creating Soul
Edges, even fewer people have been able to dedicate
This technique allows the user to float on lava. The their fascination of tigers with their soul weapons. With
user is able to walk, run or charge normally and suffer this technique a user is able to manipulate their Soul
no movement penalty while on calm lava. If the user Edges into claws of pure chakra that manifest around a
uses this technique on rough lava (actively moving a user’s hand. Though the damage is less than that
quick pace), he must make a Balance check (DC 15) or compared to the average Soul Edge; Tora no Kougake’s
move at half his normal speed until his next turn. created claws rely more on precision and are thus able to
If the technique is used on stormy lava, the user must strike weak spots on enemies easily.
make a Balance check (DC 20) or move at one-quarter For a Medium-sized character, the Tora no Kougake
his normal speed and lose his dexterity bonus to defense deals 1d4 damage plus the Dexterity bonus if any. The
until his next turn, where he must remake another claws also score critical on 19-20/x2. The claws appear
check. On the round the technique should end, the user on one of the user’s hand and will instantly dissipate if
may spend a free action to sustain the technique and he is disarmed or if it ever leaves his grasp. Like the Soul
renew its effect on the same round, instead of having to Edge the claws count as chakra-enhanced and has a
spend another move-equivalent; doing so still costs the hardness of 6 and 4 hit points.
user the same Chakra Cost as it would if he used the The performance of Tora no Kougake creates gauntlets
technique normally. for each hand that the user possesses. User's with more
Using this technique under lava has no effect until the than two hands also gain gauntlets for each extra hand.
user surfaces. When landing on lava, a character can use
this technique as an instant action that does not provoke
FUINJUTSU
Rank 3
Adv Seal Advanced Seal: Kagami Shasai (Advanced Seal: Mirror Bond)

Rank 5
Kongo Fusa: Kosoku no Jutsu (Adamantine Sealing Chain: Restraint Technique)

Rank 6
Kodougu Aatisuto Junbi (The Prop Artist’s Setup)
Kongo Fusa (Adamantine Sealing Chains)

Rank 10
Kongo Fusa: Kogeki no Jutsu (Adamantine Sealing Chains: Attacking Technique)

ADVANCED SEAL: KAGAMI SHASAI (ADVANCED SEAL: more adamantine chain(s); Duration: 1 round/level (D);
MIRROR BOND) Save: None; CR: No; Cost: 5 (see text).
Fuinjutsu (Advanced Seal; Requires Mirror Arts (f))
This technique molds the user’s chakra into extremely
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 5 (DC
durable chains which can be used as weapons or to
16); Time: 1 attack action; Components: C, X (see text);
restrain target creatures.
Range: Melee Touch; Target: A mirror; Duration:
The user creates a durable adamantine chain weapon
1day/level; Save: None; Cost: 4.
that deals 2d4 piercing damage and has a reach of 10 feet
The user makes a special seal and touches a mirror, (crit 20/x2). The user can make trip attempts with the
transferring the seal to the object. The seal is invisible by chain. If he is tripped during his own trip attempt, he
naked eye, but See Chakra and similar techniques can may drop the chain to avoid being tripped. However, if
see the seal. Some Mirror Arts techniques target a the chain leaves the user’s grasp for whatever reason, it
"bonded mirror". instantly dissipates.
Expendable Components – One advanced seal. The chain is considered a chakra-enhanced weapon in
which the user is automatically proficient. The user can
perform this technique as a full-round action to create
KODOUGU AATISUTO JUNBI (THE PROP ARTIST’S SETUP) two adamantine chains, but the chakra cost is doubled.
Fuinjutsu (Requires Meisaigakure no Jutsu (5))
Two-weapon fighting rules apply when wielding two
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 (DC
chains.
21); Time: 1 attack action; Components: C,
Mastery – At fifth level of mastery in this technique,
H; Range: Melee Touch; Target: One object; Duration: 1
the duration of this technique increases to 1 minute per
minute/level; Save: None; CR: No; Cost: 8.
level.
This sealing technique will camouflage any object that
KONGO FUSA: KOGEKI NO JUTSU (ADAMANTINE SEALING
it is applied to. When attempting to hide an object, you
CHAINS: ATTACKING TECHNIQUE)
gain a bonus as per Meisaigakure no Jutsu to your Hide
Fuinjutsu (Requires Kongo Fusa (5), Chakra Control 14
check, the bonus from this jutsu and Meisaigakure no
ranks) [Uzumaki Clan Hijutsu]
Jutsu do not stack. If the seal is applied and the object
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 14 (DC
left as is, the base Spot DC increases by 10.
27); Time: 1 full-attack action; Components: E, H, M;
Range: Medium; Target: One creature/4 levels;
KONGO FUSA (ADAMANTINE SEALING CHAINS) Duration: Instant; Save: None; CR: Yes; Cost: 10 + 2 per
Fuinjutsu (Requires Chakra Control 9 ranks) [Uzumaki chain.
Clan Hijutsu]
The user summons a hoard of adamantine sealing
Rank: 6 (A); Learn DC: 21, 5 successes; Perform: 9 (DC
chains that pierce through enemies with ease.
23); Time: 1 attack action or full-round action (see text);
Components: C, Mas; Range: 10 ft.; Effect: Creates 1 or
The user may target up to one creature per 4 character The user makes a touch attack against a target creature
levels, but may not target the same creature twice. The within range. If successful, the target is tightly bound by
user makes ranged touch attacks against each target. For the chain and becomes immobilized. This technique last
each successful attack, the user summons an adamantine for as long as the user can concentrate, plus 1d3 rounds.
sealing chain that pierces the targeted creature dealing However, the user must remain in contact with the
8d4 points of damage. Regardless of the success or failure chain for the duration of this technique. If the chain
of the user’s touch attacks, a chain is formed for each leaves the user’s grasp for whatever reason, the chain
creature he targets. They dissipate at the end of the instantly dissipates and the target is freed. Alternatively,
technique. The base cost of this technique is 10, and each the target can attempt to free himself each round by
chain costs 2 additional points of chakra to form. making a Strength check (DC 25).
Empower – The user may spend 1 additional point of Once per round as an attack action, the user can
chakra to increase the damage of a sealing chain by +1, tighten the chain around the subject, dealing 2d4
up to 8d4+5. The user must empower each chain damage. Doing this requires a Concentration check (DC
separately. 15). Failing the check means the attack does not occur
and the Strength check requirement to break free is
reduced by 5 until the next round.
KONGO FUSA: KOSOKU NO JUTSU (ADAMANTINE SEALING If the user takes damage while concentrating on this
CHAIN: RESTRAINT TECHNIQUE) technique, he must succeed a Concentration check equal
Fuinjutsu (Requires Kongo Fusa (3), Chakra Control 9
to 10 + the damage taken in order to maintain the
ranks) [Uzumaki Clan Hijutsu]
technique.
Rank: 5 (B); Learn DC: 20, 4 successes; Perform: 7 (DC
Material Focus – An active adamantine sealing chain,
22); Time: 1 attack action; Components: C, F, M; Range:
as per Kongo Fusa.
Close; Target: One creature; Duration: Concentration,
plus 1d3 rounds (D); Save: None; CR: Yes; Cost: 4.

Using the adamantine sealing chains, the user can


temporarily immobilize a target.
GENJUTSU
Rank 2
Comp Ichiban Odori: Sakuran (First Dance: Confusion)

Rank 3
Chinseizai no Jutsu (Pain Killer Technique)
Jukusui no Jutsu (Sleep Technique)

Rank 4
Phant Niban Odori: Bakenokawa (Second Dance: Mask)

Rank 6
Phant Sanban Odori: Kiku (Third Dance: Fear)

Rank 8
Phant Seishin Garandou no Jutsu (Mind Void Technique)
Yonban Odori: Ritsuzen (Fourth Dance: Horrify)

Rank 9
Phant Goban Odori: Fugusha (Fifth Dance: Cripple)
Isukumi: Shin no Ippo (Paralyzing Terror: One Side of the Soul)

Rank 10
Phant Shuukyoku Odori: Kuzusu (Final Dance: Destroy)

CHINSEIZAI NO JUTSU (PAIN KILLER TECHNIQUE) GOBAN ODORI: FUGUSHA (FIFTH DANCE: CRIPPLE)
Genjutsu [Mind Affecting] Genjutsu (Phantasm; Requires Taijutsu 12 ranks;
Rank: 3 (C); Learn DC: 18, 2 successes; Perform: 5 (DC Meimu no Kamae(t)) [Mind-Affecting]
16); Time: 1 Attack Action; Components: C, H, P; Range: Rank: 9 (A); Learn DC: 29; Perform: 25; Time: 1 attack
Touch; Duration: Concentration + 1 round/level; Save: action; Components: C, F, M, Mas, P; Range: 45 ft.;
Harmless (See Text); Cost: 5 (Base). Target: 1 Creature; Duration: Instant; Save: Will Half;
Cost: 10.
Using this genjutsu, the user makes the subject believe
that all its wounds have been healed. It can no longer This advanced dance technique is known by those
smell blood, feel pain, or see open wounds on its body. with extreme talents in both genjutsu and taijutsu. This
The user grants 2 Temporary hit points per level + 1 technique can only be used while the user is in the
additional point per 2 extra points of chakra spent. As Meimu no Kamae stance. This dance affects a single
soon as this technique ends, the subject loses an amount target, which cannot be blind as it relies more on the
of hit points equal to what it gained (even if it would dance than the other techniques. The creature in
have less total hit points than it did before the question will see the user rapidly approaching them, and
technique). the user will appear to be dancing in front of them. Each
The user may use this technique on up to his level in move connects, and the target feels as if it were actually
subjects without breaking concentration, though it attacked, despite the user using this at range. The target's
reduces the time after concentrating by that amount, mind feels the assault, dealing 4d6 damage, which can be
and the DC if attacked is increased by that many. You halved with a successful Will save. Any creature farther
may make a save against this technique or dispel it as than 30 ft., but in range will receive a +2 bonus to the
normal, if the subject does not wish to be healed. save. The user of the technique, because of the
unpredictable movements it uses, is considered to be
moving at two speed ranks higher than normal.
Mastery – At the third step of mastery, for 4 chakra, JUKUSUI NO JUTSU (SLEEP TECHNIQUE)
the user can increase the damage by 1d6. Genjutsu [Mind-Affecting, Sleep]
At the fifth step of mastery, for every 4 chakra, the Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC
user can increase the damage by 1d6 to a max of 2d6. 21); Time: Attack action; Components: C, H, Mas;
Material Focus – To accurately perform this technique, Range: Touch; Target: One living creature; Duration:
the user needs specially made clothes, usually equipped 1m/level *; Save: Will negates *; CR: Yes; Cost: 3.
with whistles or bells that cause the illusion. These
This technique attempts to compel the target to go to
clothes usually have a Cost DC of 10.
sleep. On hit, the subject immediately becomes groggy
and suffers a -2 penalty to attack and damage rolls, skill
ICHIBAN ODORI: SAKURAN (FIRST DANCE: CONFUSION) checks and saves. The next round, this penalty improves
Genjutsu (Compulsion; Requires Taijutsu 6 ranks; to -4. On the round after that, the target becomes
Meimu no Kamae (t)) [Mind-Affecting] unconscious for the duration of the technique.
Rank: 2 (D); Learn DC: 18, 1 success; Perform: 5 (DC 14); If, at any time while affected, the subject takes damage
Time: 1 attack action; Components: C, F, M, P; Area: 45 equal to its Constitution score or greater in a single
Foot Emanation; Duration: 1 round; Save: Will negate; round, it receives an additional save to free itself of the
Cost: 4. effect.
This technique can be dispelled, and creatures with 8
This technique can only be used while the user is in
or more HD gain a +2 bonus to saves made against it.
the Meimu no Kamae stance. The user's dance continues,
Mastery – Each step of mastery increases the HD of the
and gets more complex as they enter the first dance
creature this technique can affect by +1, before it gains
designed to be used. All creatures within 30 feet of the
its +2 save bonus.
user must make a will save against the technique unless
At the fifth step of mastery the technique may be used
they are both deaf and blind to avoid becoming stunned
as a ranged touch attack with a range of 20 ft.
and dazzled for this round. A creature more than 30 feet
away gains a +2 bonus to this save. Until the user's next
turn, the user of this technique gains a +1 dodge bonus NIBAN ODORI: BAKENOKAWA (SECOND DANCE: MASK)
to defense due to hard to predict movements the dance Genjutsu (Phantasm; Requires Taijutsu 8 ranks; Meimu
has them perform. no Kamae (t)) [Mind-Affecting]
Material Focus – To accurately perform this technique, Rank: 4 (C); Learn DC: 20, 2 successes; Perform: 7 (DC
the user needs specially made clothes, usually equipped 17); Time: 1 attack action; Components: C, F, M, P; Area:
with whistles or bells that cause the illusion. These 45 ft. radius; Duration: Concentration + 1 rounds/level
clothes usually have a Cost DC of 10. (D); Save: Will disbelief; Cost: 5+2/change.

The dancer's second dance is used as support and


ISUKUMI: SHIN NO IPPO (PARALYZING TERROR: ONE SIDE OF cover, often times set up long before the enemy arrives,
THE SOUL) as the user continues the dance for as long as needed.
Genjutsu (Phantasm) [Mind-Affecting] This technique can only be used while the user is in the
Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 (DC Meimu no Kamae stance. The user may make one
26); Components: C, Mas, E; Range: Line of Sight; advanced change per two levels. An advanced change is
Target: One Creature; Duration: 1 round/5 levels (D); something of significant importance, such as changing
Save: Will negates; Cost: 10. the color of a room or adding a door where there isn't
any, and even moving or removing a tree from its
The user projects his chi through his eyes at his
current location, as well as making objects of Medium-
opponent. By doing this he hypnotizes his opponent's
size or smaller appear or disappear and such, but it
making their bodies paralyzed. The targets make a Will
cannot affect a creature or cause harm in any way.
save, if they fail they are immobilized and helpless for
A creature that interacts with an objects created by
the duration of the technique.
this technique will believe that it is real and appear to
Empower – The user may use this technique on an
affect it, but in reality no such thing happens (a bridge
additional target in line of sight, for an additional 5
will feel real, but the creature will fall through if it passes
chakra per 4 levels.
through it, just like a glass of water will appear to be
refreshing but have in fact no effect. This technique
cannot be disbelieved until it is identified or studied, and
can be dispelled. This technique can only affect Long; Area: Burst centered on user; Target: All;
unattended objects. Until the user stops the dance, the Duration: Instant; Save: Will negates; Cost: 8.
user of this technique gains a +1 Dodge bonus to Defence
With this powerful Genjutsu technique, the user
due to the difficult to predict movements the dance has
erases himself from existence to the senses of all those
them perform.
within range of the technique to allow himself to move
A creature that enters the area, unless the user
around unhindered and unopposed for several seconds,
chooses, cannot see or hear the user's dance, but is still
then utilizes the surprise created by the effect to gain the
affected by it.
upper hand on his opponents.
Material Focus – To accurately perform this technique,
As soon as the technique is completed, all those within
the user needs specially made clothes, usually equipped
the area of effect make an immediate will save; those
with whistles or bells that cause the illusion. These
caught in its effects will experience a several-second gap
clothes usually have a Cost DC of 10.
during which their minds are put in complete stasis.
Once the duration is over, they continue with their
SANBAN ODORI: KIKU (THIRD DANCE: FEAR) actions and thoughts from before; the transition is
Genjutsu (Phantasm; Requires Taijutsu 9 ranks; Meimu absolutely seamless to the subjects, and cannot be
no Kamae(t)) [Mind-Affecting] detected by any means. During this time, the user may
Rank: 6 (B); Learn DC: 22, 3 successes; Perform: 9 (DC move around at will and will not provoke Attacks of
21); Time: 1 attack action; Components: C, F, M, P; Area: Opportunity from any subject that is caught in the
45 Foot Emanation; Duration: Concentration; Save: Will Genjutsu.
Partial; Cost: 6. If the user attempts to attack, the subject will get a
second will save at a +10 bonus to resist the Genjutsu in
The third dance is used to deal with the user's foe's as
time to defend themselves normally; otherwise the
easy as possible, by scaring them away. This technique
subject loses their Dexterity bonus to Defence for the
can only be used while the user is in the Meimu no
attack. The Genjutsu will be cancelled for all subjects as
Kamae stance. This technique causes the user's nerves to
soon as any attack succeeds. Each consecutive use of the
tense and get an undeniable sense of something bad
jutsu on the same subject (or subjects) grants a +4 bonus
about to happen. Non-heroic characters are assumed to
to resist its effects, and after the third use the subject may
fail this save, and are instantly panicked. Any other
also make a Spot check DC 18 to notice something about
creature that succeeds it's save feels very uneasy and
his environment moving to deduce that he 'missed' the
suffers from being shaken. A creature that fails it's saved
last several seconds of time (this can be things like clouds
instead becomes frightened.
instantly moving across the sky, or something that was
After 1d4 rounds, if the user is still performing the
falling before the Genjutsu having already hit the
dance, the sounds and speed of the dance increase
ground afterward). When the jutsu is over, the user
greatly. Each creature must succeed the save or rise one
seems to have moved faster than is humanly possible
level in fear (Shaken->Frightened->Panicked).
(even through ninja techniques) from one place to
Creatures outside 30 feet, but withing range gain a +2
another without leaving a trail, making a sound, or even
bonus to both saves. In the first part of the dance, the
causing a blur of movement.
user gains a +1 Dodge Bonus to defense until they stop
When in combat, as soon as this Genjutsu ends, the
dancing. Or, if the dance continues into the second part,
user can make a single move action to finish their turn
this bonus increases of +2.
(no swift or free actions). The user must use the move
Material Focus – To accurately perform this technique,
action for movement, not reloading a crossbow or other
the user needs specially made clothes, usually equipped
move-equivalent actions. After the Movement action,
with whistles or bells that cause the illusion. These
the user immediately loses 1 point in the Initiative
clothes usually have a Cost DC of 10.
possibly altering their turn order and acts again as
though everyone else had delayed their actions until
SEISHIN GARANDOU NO JUTSU (MIND VOID TECHNIQUE) after his next turn. This second turn may be taken
Genjutsu (Phantasm; Requires Genjutsu 8 ranks) [Mind- normally with no restrictions.
Affecting, Lost Hijutsu] If this effect drops the user's initiative to equal to that
Rank: 8 (A); Learn DC: 21, 3 successes; Perform: 11 (DC of another participant in the battle, friend or foe, that
21); Time: 1 Standard Action; Components: C, S; Range: character takes their turn before the user gets their
second turn as though there had been a tie in rolling
initiative and the other person won the tie. From that Rank: 8 (A); Learn DC: 26, 5 successes; Perform: 12 (DC
point on the user's initiative remains at its new value. 23); Time: 1 attack action; Components: C, F, M, P; Area:
45 Foot Emanation; Duration: Concentration; Save: Will
Partial; Cost: 8.
SHUUKYOKU ODORI: KUZUSU (FINAL DANCE: DESTROY)
Genjutsu (Phantasm; Requires Taijutsu 15 ranks; Meimu This improved version of the Third Dance is much
no Kamae(t)) [Mind-Affecting] more powerful, completely ruining some lesser minds.
Rank: 10 (A); Learn DC: 29, 5 successes; Perform: 13 (DC This technique can only be used while the user is in the
25); Time: 1 attack action; Components: C, F, M, Mas, P; Meimu no Kamae stance. Instead of targeting and
Area: 45 Foot Emanation; Duration: Instantaneously; tensing the target's body, this technique makes the target
Save: Will Half; Cost: 12. hallucinate, his worst fears come to life in ways even the
target's didn't think possible, making every step torture
This improved version of the Fifth Dance is the
(i.e. A fear is amplified, so a fear of spiders would have
Dancer's strongest technique, used to decimate enemies.
the target on a web with millions of spiders on his body
This technique can only be used while the user is in the
biting him, and a larger spider about to kill him).
Meimu no Kamae stance. Much like the previous
All targets must make a will save every turn the user
technique, the dancer appears in front of all subjects in
dances or it's fear will continue to increase. It is unable
the affected area, the dance steps quicken until each
to move on a turn it fails it's save, and will slowly climb
make a contact with the targets, that to them seems real.
in fear ranks until it leaves the 45 ft. area.
Each target in the area takes 4d6 damage, which can be
1st failed save - Shaken
halved with a successful will save. All enemies in range
2nd failed save - Dazed
that are farther than 30 ft. receive a +2 bonus to this save.
3rd failed save - Frightened
The user of this technique is considered to be moving at
4th failed save - Panicked
2 speed ranks higher than actually.
5th failed save - Unconscious (lasts 1 round after the
Mastery – At the third step of mastery, for 4 chakra,
dance stops)
the user can increase the damage by 1d6.
While performing this dance, the user counts as if
At the fifth step of mastery, for every 4 chakra, the
being one Speed Rank higher than it currently is, as its
user can increase the damage by 1d6 to a max of 2d6.
moves becomes extremely difficult to interpret (up to a
Material Focus – To accurately perform this technique,
max of Rank 5).
the user needs specially made clothes, usually equipped
Material Focus – To accurately perform this technique,
with whistles or bells that cause the illusion. These
the user needs specially made clothes, usually equipped
clothes usually have a Cost DC of 10.
with whistles or bells that cause the illusion. These
clothes usually have a Cost DC of 10.
YONBAN ODORI: RITSUZEN (FOURTH DANCE: HORRIFY)
Genjutsu (Phantasm) (Requires Taijutsu 8 ranks; Meimu
no Kamae(t)) [Mind-Affecting]
NINJUTSU
Rank 1
Kamiton Kami Shuriken no Jutsu (Paper Shuriken Technique)
Mirror Akari Henko no Jutsu (Light Reflection no Technique)
Honshitsu Ichiko no Jutsu (Reality Fragment Technique)
Shuriken Ninaratte no Jutsu (Shuriken Imitation Technique)

Rank 2
Kumihosu no Jutsu (Soul Drain Technique)
Sarakedasu Kouhai (Lay Waste)
Kamiton Gamiyari (Paper Lance)
Kami No Yajirushi (Paper Arrow)
Kami Shuriken Shigure (Paper Shuriken Shower)
Shoton Shoton: Kurenai no Kajitsu (Crystal Release: Crimson Fruit)
Suiton Homatsu Kibarashi no Jutsu (Bubble Disorientation Technique)
Ninpou: Gisuikyoo no Jutsu (Ninja Art: Ceremonial Water Mirror Technique)
Yoton Resu Yougan Kyuutai no Jutsu (Lesser Lava Sphere Technique)

Rank 3
Godai Taigeki: Shodan Jutsu (Elemental Beatdown: Rank One Technique)
Ketsuekiburi: Genki Sesshu (Blood Style: Vitality Theft)
Kugutsu no Tate (Puppet Shield)
Hyouton Koriru no Jutsu (Freeze Technique)
Jokaton Jokaton: Kami no Ketsui (Purification Release: Divine Resolve)
Kamiton Kami Boei (Paper Defense)
Kami Kasui no Jutsu (Paper Spike Technique)
Origami Tsukuru [Folding Paper Creation]
Mirror Ninpou: In'na Kookei no Jutsu (Ninja Art: Inner Sight Technique)
Mokuton Mokuton: Kidzuchi no Jutsu (Wood Release: Wooden Mallet Technique)
Mokuton: Moku Gaiku no Jutsu (Wood Release: Wooden Block Technique)
Shoton Shoton: Rokkaku Shuriken (Crystal: Hexagonal Shuriken)
Suiton Seishuku Ame Ryuu: Maboroshi Senbon Ame (Silent Rain Style: Illusive Needle Rain)
Yoton Yougan Yoroi no Jutsu (Lava Armor Technique)

Rank 4
Chakra Jirai no Jutsu (Chakra Landmine Technique)
Godai Taigeki: Nidan Jutsu (Elemental Beatdown: Rank Two Technique)
Kibaku Hitodama no Jutsu (Exploding Disembodied Soul Technique)
Seishuku Ame Ryuu: Senbon Kawarimi (Silent Rain Style: Needle Body Substitution)
Kamiton Dai Gamiyari (Great Paper Lance)
Kami Hikoki (Paper Plane)
Mirror Shakonkyo no Jutsu (Duplicate-Soul Mirror Technique)
Mokuton Mokuton: Kantoku no Jutsu (Wood Release: Control Technique)
Shadow Kuroi Chocho Bunshin no Jutsu (Black Butterfly Replication)

Rank 5
Godai Taigeki: Sandan Jutsu (Elemental Beatdown: Rank Three Technique)
Ketsuekiburi: Beni Yoroi (Blood Style: Crimson Armor)
Konchuu Tatsumaki no Jutsu (Bug Tornado Technique)
Kuchi Sakusei no Jutsu (Mouth Creation Technique)
Doton Daichi Shokujou no Jutsu (Earthen Mace Technique)
Jokaton Jokaton: Kami no Bakudan (Purification Release: Divine Bomb)
Kamiton Kami Bunshin (Paper Clone)
Kami No Arashi (Paper Storm)
Kakutou Kami (Grappling Paper)
Medical Chakra Scalpel Secrets: Chakra Needles
Mirror Hankonkyo no Jutsu (Soul Mirror Technique)
Mokuton Mokuton: Moku Henge no Jutsu (Wood Release: Wooden Transformation Technique)
Mokuton: Mokujou Heki no Jutsu (Wood Release: Wood Locking Wall Technique)
Raiton Kousen Dageki Dendou no Jutsu (Electric Shocking Wires)
Shadow Kuroi Chocho Bakuhatsu no Jutsu (Black Butterfly Bombs)
Shoton Shoton: Kyodai Rokkaku Shuriken (Crystal: Giant Hexagonal Shuriken)
Spacetime Ta Sekai no Jutsu (Other World Technique)
Suiton Homatsu no Jutsu (Bubbles Technique)
Seishuku Ame Ryuu: Harikakou no Jutsu (Silent Rain Style: Needlefall Technique)
Suizou Kannonhou no Jutsu (Water Formation Cannon Technique)

Rank 6
Godai Taigeki: Yondan Jutsu (Elemental Beatdown: Rank Four Technique)
Hari Senbon (Needle Hair Senbon)
Insutanto Ke Hari Koukennin (Instant Hair Needle Guardian)
Kugutsu Fuzui (Puppet Paralysis)
Shouheki Kushin (Wall of Pain)
Yorozu Ranman Roumusha (Ten Thousand Glorious Workmen)
Doton Daichi Bunkatsu Shokujou no Jutsu (Earth Splitting Mace Technique)
Ketsuekiburi: Hada Kori (Blood Style: Skin Hardening)
Kuzure no Jutsu (Crumbling Earth Technique)
Fuuton Suraisufuu no Jutsu (Slicing Wind Technique)
Gelel Gelel Change Lesser
Hyouton Hyoushou Katachi no Jutsu (Ice Crystal Formation Technique)
Ketsuekiburi: Yari no Gense (Blood Style: Spear of Life)
Rinrin no Jutsu (Biting Cold Technique)
Kamiton Kami No Tsurugi (Paper Sword)
Shikigami No Mai (Dance Of The Shikigami)
Katon Ketsuekiburi: Chi Nensho (Blood Style: Burning Blood)
Yarienen no Jutsu (Spear of Fire Technique)
Medical Ketsuekiburi: Ryu Rei Gensei no Jutsu (Blood Style: Flowing Life Jutsu)
Mirror Narcissus Bachi no Jutsu (Narcissus Curse Technique)
Raiton Chidori no Muchi (Thousand Birds’ Whip)
Seidenki no Jutsu (Static Electricity Technique)
Shadow Kuroi Chocho Bunshin no Tate (Black Butterfly Replication Shield)
Shikaku Adauchi (Dead Space Vengeance)
Shoton Shoton: Rokkaku Shuriken Ranbu (Crystal: Hexagonal Shuriken Wild Dance)
Shoton: Suisho Ro no Jutsu (Crystal Release: Jade Crystal Prison)
Shoton: Suisho Bunshin no Jutsu (Crystal Release: Jade Crystal Clone Technique)
Suiton Chouseki Hendou no Jutsu (Tidal Fluctuation Technique)
Ketsuekiburi: Akairo Kiri no Jutsu (Blood Style: Red Mist Jutsu)
Suikantsuu no Jutsu (Water Piercer Technique)
Rank 7
Tenkou Bunshin no Jutsu (Clone Shift Technique)
Doton Fukai Tsuchi no Jutsu (Dense Earth Technique)
Hebikamigan (Snake God's Gaze)
Kamiton Origami Sokubaku (Folding Paper Restriction)
Shinra Kami Shuriken Shigure (Heavenly Paper Shuriken Shower)
Mirror Tooei Fuyoo No Jutsu (Floating Reflection no Jutsu)
Mokuton Mokuton: Kiryuudan no Justu (Wood Realease: Wood Dragon Technique)
Shoton Shoton: Shohari (Crystal Release: Crystal Needles)
Shoton: Suishōheki Hachi no Jin (Crystal Release: Jade Crystal Wall Eighth Formation)
Spacetime Kagami Michinori no Jutsu (Mirror Way no Jutsu)
Kuchiyose: Rashoumon (Summoning Technique: Rashoumon)

Rank 8
Dai Kibaku Hitodama no Jutsu (Great Exploding Disembodied Soul Technique)
Mushi Dama no Jutsu (Bug Ball Technique)
Fuuton Ketsuekiburi: Kenju no Chi (Blood Style: Blood Pistol)
Jokaton Jokaton: Seisei Domu (Purification Release: Purified Dome)
Kamiton Kami Chakram (Paper Chakram)
Kami Cho (Paper Butterflies)
Mokuton Mokuton: Moku Bunshin no Jutsu (Wood Release: Wood Replication Technique)
Mokuton: Mokudoza (Wood Release: Wood Entanglement)
Mokuton: Shichuro no Jutsu (Wood Release: Four Pillar Prison Technique)
Raiton Ketsuekiburi: Dan Haisuikan (Blood Style: Body Conduit)
Raikiri no Kendo (Lightning Edge Sword)
Raikurai Hari Danpen (Lightning Hair Fragment)
Shadow Shikaku Inpei (Dead Space Concealment)
Shoton Shoton: Hasho Koryu (Crystal Release: Tearing Crystal Falling Dragon)
Shoton: Shomori (Crystal Release: Crystal Lance)
Suiton Homatsu Hyo no Jutsu (Bubble Drift Technique)
Yoton Yougan Enka no Jutsu (Swallowing Lava Technique)

Rank 9
Sankatto: Mie Ken Shudo So (Three Cuts: Triple Blade Dervish)
Shishi Enjin (Four Violet Flames Battle Formation)
Yogosu (Defile)
Kamiton Kami Kiri (Paper Drill)
Origami Kushi (Origami Skewer)
Mokuton Mokuton: Kisupaiku no Jutsu (Wood Release: Wood Spike Technique)
Raiton Raikiri no Dangan (Lightning Edge Bullet)
Shoton Shoton: Kei Aru (Crystal Release: Arrow of Light)
Suiton Dekishi Homatsu no Jutsu (Drowning Bubble Technique)

Rank 10
Godai Ransatsu: Shodan Jutsu (Elemental Destruction: Rank One Technique)
Kamiton Kami Are (Paper Blizzard)
Mirror Senkoo Nankan no Jutsu (Radiant Barrier Technique)
Shadow Shikaku Supaikoui (Dead Space Espionage)
Shoton Shoton: Kessho Gokakuro (Crystal Release: Crystal Pentagonal Prison)
Spacetime Kussetsu Seki no Jutsu (Distortion Gate Technique)
Suiton Gyogun Wanizame (School of Sharks)
Nami-Kakushi no Jutsu (Wave Splitter Technique)

Rank 11
Doton Daichi Kawarimi (Substitution of the Earth)
Hebikami Batsuyou (Snake God's Last Descendant)
Konchuu Kyuu no Jutsu (Bug World Technique)
Kamiton Origami Tsuru (Folding Paper Crane)

Rank 12
Godai Ransatsu: Nidan Jutsu (Elemental Destruction: Rank Two Technique)
Fuuton Saigaiton: Okuhono no Tatsumaki (Disaster Release: Many Flaming Tornadoes)
Gelel Gelel Change Greater
Kamiton Tenshi Hoyo (Angel's Winged Embrace)
Mirror Genjitsu Gappei no Jutsu (Reality Merge Technique)
Seirei Kasumetoru no Jutsu (Soul Steal Technique)
Raiton Raiden (Lightning Transmission)
Ranton: Rasen Arashi Ryuudan (Spiraling Tempest Dragon)
Spacetime Kuchiyose: Sanjuu Rashoumon (Summoning Technique: Triple Rashoumon)

Rank 13
Reika no Jutsu (Spirit Transformation Technique)
Kamiton Kami Tatsumaki (Paper Tornado)

Rank 14
Godai Ransatsu: Sandan Jutsu (Elemental Destruction: Rank Three Technique)
Godai Ransatsu: Yondan Jutsu (Elemental Destruction: Rank Four Technique)
Fuuton Saigaiton: Dairasen no Bakuhatsu Kyu (Disaster Release: Violent Spiraling Explosion
Sphere)
Jokaton Jokaton: Tengoku Kai (Purification Release: Heavenly Council)
Mokuton Mokuton: Baku Mokukage no Jutsu (Wood Release: Shadow Wood Explosion
Technique)
Raiton Ranton: Rasen Arashi (Storm Release: Spiraling Tempest)

Rank 15
Mirror Seihataki Wareru no Jutsu (Soul Shatter Technique)
Mokuton Mokuton: Jukai Koutan (Wood Release: Birth of Dense Woodland)
Shadow Juukinko no Taiyou (Imprisonment of the Sun)

Rank 18
Kamiton Kami No Shisha No Jutsu (Paper Person Of God Technique)

Rank 22
Negative Indou Dai Shini (Requiem for the Dead)

AKARI HENKO NO JUTSU (LIGHT REFLECTION NO Rank: 1 (E); Learn DC: 12, 1 success; Perform: 3 rank (DC
TECHNIQUE) 11); Time: 1 attack action; Components: S, F; Range:
Ninjutsu (Mirror Arts) (Requires Mirror Arts (f))
Close; Target: One Large or smaller creature; Duration: CHAKRA JIRAI NO JUTSU (CHAKRA LANDMINE TECHNIQUE)
Instant; Save: Reflex negates; CR: Yes; Cost: 2. Ninjutsu
Rank: 4 (B); Learn DC: 18, 3 successes; Perform: 6 (DC
The user deflects light against the target's eyes with a
19); Time: 1 attack action; Components: C, H; Range:
swift movement using his mirror. The light blinds the
Close; Area: 5-ft. square, 15-ft. radius burst (see text);
target (Reflex negates) for 1d4-1 (minimum 1) rounds,
Duration: 1 minute/level (or until discharged) (D); Save:
and the subject suffers a -2 penalty to Spot checks and
Reflex half (see text); CR: Yes; Cost: 5.
attack rolls for 1 round afterwards.
Material Focus – One Mirror Using this technique, one is able to set a trap that
reacts strongly to high Chakra signature and emanation.
Upon completion of this technique, the user choses a
BUBUN KUGUTSU NO JUTSU (PARTIAL PUPPETRY single 5-ft. square to host the landmine. Once a creature
TECHNIQUE) with a Chakra Pool greater than 5 enters the chosen
Ninjutsu (Requires Kugutsu no Jutsu)
space, the explosion will be set off. All creatures within
Rank: 2 (C); Learn DC: 16, 3 successes; Perform: 4 (DC
a 15-ft. radius centered on the chosen space suffer 4d6
15); Time: 1 attack action; Components: C,
point of force damage from the explosion, which can be
Mas; Range: 10 feet; Target: One puppet limb; Duration:
halved with a successful Reflex save.
5 rounds + 1 round/2 levels (D); Saving: None; Cost: 1.
In order to locate a landmine, the person searching
Similar to Kugutsu no Jutsu, the user is able to animate must make a Search check, DC equal to the saving throw
a single limb or part of a puppet in range. The puppet of the jutsu upon being performed. Those who can Sense
from which the limb or part comes from must not be Chakra get a +2 to the Search DC to locate a landmine.
animated or currently under control of another Those who can See Chakra or See Through Chakra are
puppeteer. The user must have at least one hand free to able to perceive landmines normally unless properly
control and concentrate on this technique, and concealed.
controlling a puppet limb counts as if the user is Empower – The user may spend 1 point of chakra to
controlling a small puppet on the same manner as increase the damage by 1 die, maximum 1 die per (up to
Kugutsu no Jutsu, counting on the limit of puppets that 1d6 per level or 10d6).
can be controlled at the same time. If the part has any Mastery – The first step of mastery in this technique
weapon or offensive component attached to it (Such as a grants the user +1 to the Search DC of the landmine.
limb with the claw component, or a tail) the user can use The second step of mastery in this technique allows
the limb or part to attack. However, instead of using the the user to change half the total die (rounded down) to
Puppet's attack bonus, the user's standard ranged attack an element they are capable of using.
bonus is used. The user does not apply his strength bonus The third step of mastery in this technique increases
to damage. The user can activate any component Search DC of the landmine to +2.
currently installed on that limb or part, as normal. The fourth step of mastery in this technique allows the
The object always has normal hit points and hardness user to change all the die to an element they are capable
for that kind of object, a chakra pool of 1, and cannot of using.
move further than 30 feet from the user. If the object or The fifth step of mastery in this technique increases
the puppeteer are attacked, the user must make a Search DC of the landmine to +3.
Concentration check (DC 15+damage dealt) or lose The fifth step of mastery allows the user to try and
control of it. If the object's chakra pool or hit points drop attempt to conceal the chakra signature of the land mine
to 0, it becomes disabled and cannot be animated again with a standard Chakra Control check to Conceal. If
for 1d4 rounds. If the puppet limb or part is sundered or successful, those with See Chakra and See Through
destroyed (normal rules for sundering or destroying Chakra will need to make Search checks as normal. This
objects apply normally), it is destroyed and must be also negates the bonus from Sense Chakra.
repaired. The object has a Defense score of 10 + Size
modifier + the user's Dexterity modifier + the user's class
CHAKRA SCALPEL SECRETS: CHAKRA NEEDLES
bonus to Defense -2. This technique benefits from the
Ninjutsu (Medical; Requires Chakra Scalpel (a))
range and perform bonuses granted by the Advanced
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 7 (DC
Puppetry I ability.
18); Time: 1 attack action; Components: H, E, Mas;
Range: Close; Target: 1 + 1 per 2 levels; Effect: Throw
Chakra needles at a target; Duration: Instant; Save: Mastery – At the first level, the user receives a +1
None; CR: No; Cost: 2 + 2/needle. competence bonus to attack rolls with the Chidori no
Muchi.
To use this technique, the user must have Chakra
At the third level, the user's stun effect increases its
Scalpel activated.
duration to d3 rounds.
The user makes a ranged touch attack with their
At the fifth and final level of mastery, the user can take
chakra scalpel against one target in close range, dealing
an attack of opportunity normally with the whip within
their chakra scalpel damage on a successful hit.
half of its range (maximum of 20 feet). The user is still
Techniques and Class Features that enhance a chakra
limited to his normal number of attack of opportunities
scalpels damage or inflict an additional effect (such as
per round.
chakra scalpel expertise or Katawa Juushou) may not be
applied with this technique.
Empower – By spending an additional 2 chakra, the CHOUSEKI HENDOU NO JUTSU (TIDAL FLUCTUATION
user may fire additional needles up to 1/level (max 10). TECHNIQUE)
The user may fire more than one needle at a target or Ninjutsu (Suiton) (Requires primary affinity (Water))
select additional targets up to 1 per 2 levels of the user. [Water]
Mastery – At step 3, class abilities or techniques that Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
affect the chakra scalpel’s damage or inflict an additional 19); Time: 1 minute; Components: C, H, F, Mas; Range:
effect may be use in conjuncture with this technique. 0 feet; Effect: Manipulate up to 10 liters/level of water;
Duration: 1 hour/level (D; see text); Save: None; CR: No;
Cost: 2 chakra per 10 liters (round up).
CHIDORI NO MUCHI (THOUSAND BIRDS’ WHIP)
Ninjutsu (Raiton; Requires Chidori (5), two other Using this technique, the user is more easily capable of
Chidori Jutsu, Ninjutsu 12 ranks, Chakra Control 12 carrying around a supply of water into areas where water
ranks) [Electric] may not be easy to come by. While the reasons are the
Rank: 6 (A); Learn DC: 21, 4 successes; Perform: 9 (DC user’s own, such as for drinking purposes or for water
25); Time: 1 attack action; Components: C, E, H, Mas; based ninjutsu, this technique is a boon for anyone
Range: Close; Target: One Chidori or Raikiri effect; seeking to carry large quantities of water without
Duration: 1 round/2 level; Save: Fortitude (see text); weighing themselves down.
Cost: 2 (see text). The user may command, direct, and manipulate up to
10 liters of water per level, though they may not attack
Using considerable amounts of manipulation ability,
with it. Water controlled in this way is completely
the user extends 1 currently active Chidori or Raikiri
supported by the user’s chakra and does not count
effect into a whip creating a whole new world of
toward the user’s carrying capacity for as long as the
possibilities. The whip does 1d6 electric damage per 2
technique continues. Only water embedded with the
points of chakra spent, also dealing an additional d4 of
uses chakra (that is, water in possession of the user at the
sonic damage per two electric die.
time of performing the technique) may be manipulated
The user can use the weapon as a normal whip, with
by this technique. Any additional water in the area
which he is automatically proficient in, except that the
cannot be controlled unless the user performs the
whip has the range nearly of a close range jutsu
technique once again.
(maximum of 40 ft.). The whip uses a ranged touch
Should the user control less than his maximum
attack to deliver its concussive blows. Also, those
amount of water, he user may perform this technique as
attempting to disarm metal weapons with the whip
per normal to add more, paying the cost only for the
receive an additional +2 bonus to the disarm.
amount added. The user may not control more water
Also, the user has the option of once per round, at the
than his maximum and the duration of control does not
expense of 1 point of chakra which cannot be converted,
reset; use the duration of the earliest performance of the
channeling paralyzing energy through the whip,
technique.
provoking a fortitude save lest the target be paralyzed for
With sufficient mastery, the user may use the water to
one round. This must be declared before attacking.
deliver attacks out to 30 feet. The user may perform
Also, the user cannot have more than 1 electric die per
multiple attacks, based on his base attack bonus, but does
3 levels.
not benefit from speed or strength ranks or other non-
permanent bonuses. The character still only threatens
squares adjacent to him despite his range of attack. DAI KIBAKU HITODAMA NO JUTSU (GREAT EXPLODING
Attacks made in this manner deal damage as a slam DISEMBODIED SOUL TECHNIQUE)
attack of an elemental of equal size as the character with Ninjutsu [Kuiarasu Clan Hijutsu]
a Strength score equal to the user’s Intelligence score, Rank: 8 (A); Learn DC: 28, 4 successes; Perform: 10 (DC
plus one per four character levels of the user. All damage 25); Time: 1 attack action; Components: C, H, X; Range:
dealt this way is water damage. Medium; Target: 1 object; Duration: Instant; Save: (see
Once per round, upon successfully striking an enemy text); Cost: 10.
within range, the user may make a grapple attempt by
With this technique the user draws energy from the
spending 3 chakra as a swift action. The user uses the
souls he previously absorbed and uses it to attack an
base attack bonus of the attack that struck and the
objective. The energy takes the form of a ghostly skull
strength and size modifiers of the water. The user may
and strikes the objective without a chance of missing its
not grapple more than one creature, nor may he use his
target. When the energy hits said target, it explodes
water to drown the subject. The subject suffers no
dealing 4d10 points of damage to everything in a 20 ft.
damage while within the grapple; simply, he is held in
radius, half of it being sonic and half force damage.
place by the force of the water as per the normal rules
Other creatures caught in the area of effect must make a
for grappling. A subject grappled in such a manner may
Reflex save for half damage. The target must be a human
qualify for Suiton techniques that require the subject to
being.
be fully or partially submerged.
Expendable Component – 2 Soul Units.
Using the water in this way costs 1 point of chakra per
round and 5 liters of water that cannot be used for any
other reason than to attack. DAICHI BUNKATSU SHOKUJOU NO JUTSU (EARTH SPLITTING
When the duration of the technique ends, the user MACE TECHNIQUE)
may, as a move action, spend 2 chakra per 10 liters Ninjutsu (Doton) (Requires Daichi Shokujou no Jutsu
(round up) to refresh the duration of the technique. (3)) [Earth]
If, at any time, the user’s chakra pool becomes 0, or Rank: 6 (C); Learn DC: 18, 2 successes; Perform: 8 (DC
should he become unable to use chakra for any reason, 19); Time: 1 attack action; Components: H, F; Range:
the technique ends and all control of the water ceases. Long; Area: 10-ft. square (S); Duration: Instant; Save:
Mastery – With the second and fourth step of mastery, Reflex half; Cost: 6.
the amount of water the user may controls increases by
10 liters per level (up to a maximum of 30 liters per Created to compliment the use of the Daichi Shokujou
level). no Jutsu, this technique is an empowered form of its
With the third step of mastery, the user may attack counterpart Douheki no Jutsu. This technique may only
with the water as above. With the fourth step of mastery, be used on firm or hard earthen ground, such as stone,
the user may instigate a grapple once per round with the and the user must be able to slam his earthen mace
water. directly against the ground. The ground splits forward to
With the fifth step of mastery, the user may spend an the point under the targeted area, where it explodes.
additional 2 points of chakra and 5 liters of water per This attack deals 3d10 points of earth damage to any
round to increase the size of the attack by one size (from creature standing directly on it, damage increasing by an
medium to large). additional 1d10 against prone creatures or creatures
currently beneath the earth, as the ground bursts apart
violently. Damage from this technique can be halved
DAI GAMIYARI (GREAT PAPER LANCE) with a successful reflex save.
Ninjutsu (Kamiton; Requires 6 ranks Craft (Visual Arts)) Material Focus – Earthen mace.
[Paper]
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 (DC
17); Time: Attack action; Components: C, S; Cost: 5 DAICHI KAWARIMI (SUBSTITUTION OF THE EARTH)
As Gamiyari, but you can harden up to 5 sheets of paper Ninjutsu (Doton; Requires Kawarimi no Jutsu, Dochuu
per level, and can harden 1 piece of Chakra-bearing Engyou no Jutsu, 13 ranks Ninjutsu) [Earth]
paper per 3 levels (up to 5). Rank: 11 (B); Learn DC: 25, 3 Successes; Perform: 13
(DC 31); Time: Instant; Components: H, M, Mas; Range:
Personal; Target: You; Duration: Instant / 1 round per
level (see text); Save: None; Cost: 5.
Produced by doton users to quickly and effectively earth and 1d10 bludgeoning damage plus Strength
escape melee attacks and hide quickly underground, this modifier. After the duration of the technique ends, the
technique is an ace in the hole of experienced Doton user can maintain it as a free action at the cost of 3 more
Ninjutsu users. When faced with a melee attack, the user chakra. If the user completely releases the staff for any
substitutes after the same manner of Kawarimi no Jutsu. amount of time, the chakra he is using to hold the earth
He rolls his check against the opposed attack roll and if to his staff dissipates, and the earth falls off. Performing
he succeeds, he goes underground instantly. this technique provokes an attack of opportunity.
The user moves 10 feet straight down and is then Note: The second attack of a quarter staff cannot be
allowed to move horizontally up to his normal used while this technique is in effect. The weapon is now
movement speed. This technique then uses the same considered to be a modified Great mace, although only
rules and duration as Dochuu Engyou no Jutsu. Tunnels the Nin Weapons Proficiency feat is required to wield
will be left behind if the user does not have the correct it.
number of mastery ranks in Dochuu Engyou no Jutsu Mastery – With the 3rd level of mastery, the user gains
necessary to leave none behind. This technique cannot a competency bonus to the attack roll equal to his Int.
be used on any surface other than soft ground, and the modifier. At the 5th level of mastery, this bonus is
user must be touching the ground when the attack applied to both attack and damage.
begins. This technique may be used once per day, except Material Focus – A small (at least 20 lbs.) quantity of
with subsequent mastery (see below). earth, a quarter staff.
Mastery – Every step of mastery after the first allows
the technique to be used an additional time per day, up
to 5/day.
DEKISHI HOMATSU NO JUTSU (DROWNING BUBBLE TECHNIQUE)
Ninjutsu (Suiton) (Require Concentration 12 ranks)
The first step of mastery allows the user to avoid an
[Water, Hijutsu]
attack from a CR up to his level or 5, whichever is lower.
Rank: 9 (A); Learn DC: 24, 5 successes; Perform: 12 (DC
The second step of mastery allows the user to increase
26); Time: 1 attack action; Components: C, H, Mas;
the cost to 2 when avoiding an attack, to avoid an attack
Range: Close; Target: One creature; Duration:
from a CR up to his level or 10, whichever is lower.
Concentration; Save: None (See Text); CR: Yes; Cost: 6.
The third step of mastery allows the user to increase
the cost to 3 when avoiding an attack, to avoid an attack This powerful technique forms a dense bubble
from a CR up to his level or 15, whichever is lower. formation that clings to the opponent’s head causing
The fourth step of mastery allows the user to increase them to drown almost instantly.
the cost to 4 when avoiding an attack, to avoid an attack The user makes a ranged touch attack on a single
from a CR up to his level or 20, whichever is lower. creature within range. If successful, the user creates a
The fifth step of mastery allows the user to increase dense bubble around the target’s head. The bubble is not
the cost to 5 when avoiding an attack, to avoid an attack subject to any damage. The subject’s head will be
from a CR up to his level or 25, whichever is lower. contained in the bubble for as long as the user
concentrates. While the bubble is active, the subject
DAICHI SHOKUJOU NO JUTSU (EARTHEN MACE TECHNIQUE)
begins drowning on his next turn. A drowning creature
Ninjutsu (Doton; Requires Ninjutsu 8 ranks) [Earth]
must make a Constitution check (DC 10, +1 every
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 7 (DC
successful check) each round to avoid falling
18); Time: 1 move action; Components: C, F, Mas;
unconscious and to 0 hit points. Each round afterwards,
Duration: 1 round/2 levels; Cost: 6 (see text).
the target loses 1 hit point. If the technique is dispelled
This technique was developed by Doton Ninjutsu before the creature dies, its hit points are restored.
users to increase their lethal efficiency in melee combat. Otherwise, the creature dies at -10 hit points.
By forcing chakra into his Quarter Staff, the user thrusts If the subject still has a turn in the same round that
it into the ground beneath him, the staff seeming to cut this technique was performed, he may act normally.
into the earth with ease. The user then sends a blast of However, he takes a -4 penalty to attack rolls and skill
chakra into the ground around it, breaking apart the checks, and he may not perform techniques that require
earth near the staff. He then attaches the loose earth to concentration. On subsequent turns, the penalty
the staff as he pulls it back out, creating a large, strong increases by 2 until either the subject dies or the
mace with which he can strike his enemies. All this is technique ends.
done in one quick, fluid motion. The hammer deals 1d10
Nothing can pass through the bubble, in or out. The held by you, it returns to its previous state after one
creature can see outside of the bubble, but takes a round.
penalty to spot and listen checks (above). If the user of This technique cannot solidify more than one Chakra-
this technique stops concentrating for whatever reason, bearing object (like an exploding tag or advanced seal)
the bubble instantly pops and the subject is freed. among the objects it affects. If such an object is thrown
If the user takes damage while concentrating on this and hits a creature, they have a -4 Reflex save against the
technique, he must make a Concentration check equal object, unless it is removed before it activates.
to 10 + the damage dealt or else instantly lose control of Mastery – Each step increases the damage by +1.
the technique. Material Focus – 1 page of paper per object made.
Mastery – At 3rd, 4th and 5th level of mastery in this
technique, the user can create an additional bubble by
spending an additional 6 chakra per bubble. Each bubble
GELEL CHANGE GREATER
Ninjutsu (Gelel) (Requires Gelel Change Lesser (5))
must target a different creature. While concentrating on
Rank: 12 (Super S); Learn DC: 33, 6 successes;
this technique with more than one active bubble, the
Perform: 17 (DC 41); Time: 1 attack action;
user must make a Concentration check equal to 15 +
Components: F, G, P, E; Range: Self; Duration: 1
damage dealt whenever he takes damage.
round/level; Save: Fortitude negates; Cost: 8 Chakra and
4 Gelel (For every 1 chakra spent the duration increases
FUKAI TSUCHI NO JUTSU (DENSE EARTH TECHNIQUE) by one round, up to ten rounds total added on).
Ninjutsu (Doton) (Requires Chi Katame no Jutsu (5))
This technique functions as Gelel Change Lesser,
[Earth]
except as noted above and below. A Gelel
Rank: 7 (B); Learn DC: 22, 3 successes; Perform: 8 (DC
Change Greater is an example of manipulating Gelel
20); Time: 1 attack action; Components: C, H, Mas;
energy in a much more masterful fashion then many
Range: Close; Effect: Increases the hardness of rock 5 ft.
other Gelel techniques. Instead of simply augmenting
cube per level/round; Duration: Permanent; Save: None;
the natural human body a Gelel Change Greater will
CR: None; Cost: 8.
fundamentally alter it for the duration. When
This jutsu when performed increases the hardness of using Gelel Change Greater the user picks two of the
the rock around it permanently by 1, and an additional following ‘changes’.
1 for every 4 levels there after level 1. Rock affected by Change 1: Gain a +4 bonus to a physical ability score
this jutsu may only be hardened in this manner once, that stacks with other non-permanent bonuses. This
unless another user would increase the rock’s hardness, overlaps instead of stacks with Gelel Change Lesser.
at which point it rises to this new amount. (Usually ascribed to increased muscle mass, suddenly
Anyone besides the user of this jutsu trying to use Ishi dexterous body reconstruction, etc.)
Nanka no Jutsu on rock affected by this jutsu resist. Change 2: Gain a +2 bonus to each ability score that
Mastery – At every odd level, lower the chakra cost by stacks with other non-permanent bonuses. This overlaps
1. instead of stacks with a Gelel Change Lesser. (A side-
effect of Gelel energy ‘perfecting the human system’ and
could be described in any number of ways.)
GAMIYARI (PAPER LANCE) Change 3: Gain 4 non-permanent speed OR strength
Ninjutsu (Kamiton; Requires 4 ranks Craft (Visual Arts))
ranks that stack with other non-permanent rank
[Paper]
increases. This overlaps instead of stacks with Gelel
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 (DC 13);
Change Lesser (is usually accompanied by a greenish
Time: Move action; Components: C; Range: Touch;
blue glow, sudden loss of fat, etc.)
Duration: 1m / level (D) *; Cost: 2.
Change 4: Gain a 5-foot increase to reach for a total of
You turn 3 Diminutive or Tiny paper objects per level
10-foot reach for Medium characters. (Lengthened arms,
into solid and sharp improvised weapons, which can be
supernatural quickness, etc.)
wielded as melee or thrown weapons with a range
Change 5: Gain a +4 natural armor bonus that stacks
increment of 10 ft. The weapon's base damage is 1d3 for
with other non-permanent bonuses.
Diminutive objects (advanced seals, exploding tags,
Change 6: Gain a natural weapon that does damage
playing cards, etc.) and 1d4 for Tiny objects (an average
based on a natural weapon (excluding wings) of the same
size sheet of paper). Once a hardened object is no longer
size as the user. This sort of change is always
accompanied by a bestial change that accommodates the Change 3: Gain a 5-foot increase to reach for a total of
chosen natural weapon. 10-foot reach for Medium characters. (Lengthened arms,
Change 7: Gain a fly speed of 40 ft. at perfect supernatural quickness, etc.)
manoeuvrability. Change 4: Gain a +2 natural armor bonus that stacks
Change 8: Gain DR 10/Chakra Enhanced Weapon. with other non-permanent bonuses.
This follows the normal rules for DR (in that it replaces This technique can be performed more than once with
less efficient DR instead of adding unto it. And does a different change being selected each time with a
nothing if the user has better DR) further monstrous change to appearance and do stack
Unlike Gelel Change Lesser, Gelel Change Greater can with each other. However, each individual change does
only alter the human form so much before it simply fails not stack with itself, it merely replaces the previous
to continue adapting the user’s body. As such Gelel change. Picking the physical ability score increase twice
Change Greater can only ever provide four ‘changes’ to in a row does not give a +2 bonus to two different
the user at any given time. Any further uses will merely physical ability scores but switches which score the
replace two bonuses with two different bonuses. A Gelel bonus applies too. Choosing to gain speed/strength ranks
Change Greater also differs from a Lesser in the sense again doesn’t increase both sets of rank by 2 but will just
that the fine manipulation needed in order to perform it change which one you increased (From speed ranks to
imparts protection to the harmful side effects inherent strength ranks but not both at the same time.)
in Gelel Change Lesser. Upon reverting back to normal The technique can be ended before it’s duration
after the duration expires the user of Gelel Change expires and usually is since keeping a Gelel Change
Greater must make a Fortitude save (DC equal to that of Lesser for too long can make the transformation back to
the technique) or be sickened for 10 minutes and be normal dangerous and possibly fatal. Changing back
unable to take anything that could be considered a within the first three rounds of transformation is the
combat action (using a technique, activating a bloodline safest course since the user’s body is still malleable and
ability, attacking with a weapon, etc. etc.) can take the change better, taking only 2d6 damage upon
For every additional point of chakra spent when Gelel reverting back. For every round after the 3rd results in
Change Greater is performed the duration increases by another 1d6 damage added to the 2d6 when the user
an additional round. reverts back.
Material Focus – A Gelel Converter or Gelel stone. For every additional point of chakra spent when Gelel
Change Lesser is performed the duration increases by an
additional round.
GELEL CHANGE LESSER Material Focus – A Gelel Converter or Gelel stone.
Ninjutsu (Gelel)
Rank: 6 (A); Learn DC: 25, 4 successes; Perform: 9 (DC
27); Time: 1 attack action; Components: F, G, P, GENJITSU GAPPEI NO JUTSU (REALITY MERGE TECHNIQUE)
E; Range: Self; Effect: See below; Duration: 1 round/2 Ninjutsu (Mirror Arts; Requires Mirror Arts (f),
levels; Save: Fortitude negates; Cost: 2 Chakra and 2 Retrieval Expert (f))
Gelel (For every 1 chakra spent the duration increases by Rank: 12 (A); Learn DC: 26, 4 successes; Perform: 15 (DC
one round, up to six rounds total added on). 29); Time: 1 attack action; Components: F, S, Mas, E;
Range: 20 feet; Area: Cone-shaped burst; Duration:
Using this technique, the user uses his supply of Gelel
Instant; Save: Reflex half or Fortitude partial (object);
energy to shape and mutate his body in a limited fashion.
CR: Yes; Cost: 12.
The user picks one of the ‘changes’ below that takes
effect as the technique is finished. When the shinobi completes the hand seal, he shows
Change 1: Gain a +2 bonus to a physical ability score the mirror ahead and starts to sucking everything in the
that stacks with other non-permanent bonuses. (Usually area inside to this. A whirlwind drags everything in the
ascribed to increased muscle mass, suddenly dexterous area, disintegrating anything. Every creature in area
body reconstruction, etc.) takes 7d6 without any energy resistance (reflex half),
Change 2: Gain 2 non-permanent speed OR strength unattended objects can try a Fortitude check to halve the
ranks that stack with other non-permanent rank damage. The jutsu disintegrates only part of any very
increases. (Is usually accompanied by a greenish blue large object or structure in area. The jutsu affects even
glow, sudden loss of fat, etc.) objects constructed entirely of chakra. If this damage
reduces the creature or object to 0 or fewer hit points, it
is entirely disintegrated. After the usage, the mirror is requires you have learned at least 6 techniques of its
broken. subtype.
Empower – The user may spend 1 point of chakra to
increase the damage by 1 die, up to 1d6 per level or • Kazantai no Jutsu (Volcanic Belt) (Lava) [Lava]:
25d6. Material Focus – At least 500 lbs of earth, stone or
Mastery – Every step of mastery in this technique mud nearby.
increases the number of times the mirror can use this
Empower – Spend 1 Chakra to increase the damage by
technique until break, up to 6 at the fifth step. Any
1d6, up to 1d6 per level or 24d6 (whichever is lower).
technique that repair an object, restore the mirror
Material Focus – Varies (see above).
resistance at full.
Material Focus – One Mirror
GODAI RANSATSU: SHODAN JUTSU (ELEMENTAL
GODAI RANSATSU: NIDAN JUTSU (ELEMENTAL DESTRUCTION: DESTRUCTION: RANK ONE TECHNIQUE)
Ninjutsu (*) [*]
RANK TWO TECHNIQUE)
Rank: 10 (B); Learn DC: 23, 3 successes; Perform: 12 (DC
Ninjutsu (*) [*]
25); Time: 1 attack action; Components: H, E, F (see
Rank: 12 (A); Learn DC: 26, 4 successes; Perform: 15 (DC
text); Range: 60 feet; Area: Cone-shaped burst; Duration:
29); Time: 1 attack action; Components: H, E, F, Mas (see
Instant; Saving Throws: Reflex half; CR: Yes; Cost: 8.
text); Range: Medium; Target: Up to 5 creatures or object
(no two targets can be more than 15 ft. apart); Duration: This technique works like Godai Taigeki: Shodan
Instant; Saving Throws: Reflex half; CR: Yes; Cost: 11. Jutsu, but has you fire a cone of elemental energies,
dealing 6d6 damage of the appropriate type. This
This technique works like Godai Taigeki: Shodan
technique has the following variants.
Jutsu, except you launch a series of powerful missiles
against up to 5 separate creatures or objects within the • Kakoukyuu no Jutsu (Volcanic Cone) (Lava)
area, dealing 8d6 damage. This technique has the
[Lava]: Material Focus – At least 250 lbs of earth,
following variants, each of which requires you have
stone or mud nearby.
learned at least 4 techniques of its subtype.
Empower – Spend 1 Chakra to increase the damage
• Kazandan Sandanjuu no Jutsu (Volcanic Shotgun)
by 1d6, up to 1d6 per level or 16d6 (whichever is
(Lava) [Lava]: Material Focus – At least 50 lbs of lower).
earth, stone or mud nearby. Material Focus – Varies (see above).

Empower – Spend 1 Chakra to increase the damage by


1d6, up to 1d6 per level or 20d6 (whichever is lower). GODAI RANSATSU: YONDAN JUTSU (ELEMENTAL
Mastery – Each step increases the number of possible DESTRUCTION: RANK FOUR TECHNIQUE)
targets by 1. The first, third and fifth step increase the Ninjutsu (*) [*]
radius by 5 ft. each. Rank: 14 (S); Learn DC: 29, 5 successes; Perform: 18 (DC
Material Focus – Varies (see above). 34); Time: 1 attack action; Components: C, H, E, F (see
text); Range: Long; Effect: Ray; Duration: Instant; Save:
Fortitude or Reflex partial (see text); CR: Yes; Cost: 15.
GODAI RANSATSU: SANDAN JUTSU (ELEMENTAL
DESTRUCTION: RANK THREE TECHNIQUE) This technique works like Godai Taigeki: Shodan
Ninjutsu (*) [*] Jutsu, except you fire a ray of concentrated elemental
Rank: 14 (S); Learn DC: 29, 5 success; Perform: 18 (DC power, dealing 12d6 damage of the appropriate type if it
34); Time: 1 attack action; Components: C, H, E, F (see hits. This technique has the following variants, each of
text); Range: Long; Area: 40-ft. radius burst; Duration: which requires you have learned at least 6 techniques of
Instant; Saving Throws: Reflex half; CR: Yes; Cost: 14. its subtype.

This technique works like Godai Taigeki: Shodan • Kazansen no Jutsu (Volcano Ray) (Lava) [Lava]:
Jutsu, except you fire a devastating elemental attack,
The technique deals lava damage and the target
dealing 10d6 damage of the appropriate type. This
catches on fire (Reflex negates).
technique has the following variants, each of which
• Seisenkoo no Jutsu (Soul Lightning Technique) Medium; Area: 10-ft. burst; Duration: Instant; Save:
(Mirror Arts) [*]: The technique deals Good Reflex half; CR: Yes; Cost: 4.
damage if the user is Good or Evil damage if the This technique works like Godai Taigeki: Shodan
user is Evil, and will blind the target for 1 round Jutsu, except you launch an orb of elemental force,
(Will negates). The material focus component is a dealing 4d6 damage. This technique has the following
mirror. variants:

Empower – Spend 1 Chakra to increase the damage by • Kasai Enkan no Jutsu (Ring of Lava Technique)
1d6, up to 1d6 per level or 24d6 (whichever is lower). (Lava) [Lava]: Can be empowered up to 10d6.
Material Focus – At least 75 lbs of earth, stone or

GODAI TAIGEKI: NIDAN JUTSU (ELEMENTAL BEATDOWN: RANK mud nearby.


TWO TECHNIQUE) • Senkoohansa no Jutsu (Flashing Reflection
Ninjutsu (*) [*] Technique) (Mirror Arts) [*]: The technique deals
Rank: 4 (C); Learn DC: 16, 4 successes; Perform: 5 (DC holy damage if the user is Good or dark damage if
17); Time: 1 attack action; Components: H, E, F (see the user is Evil, up to 10d6. The material focus
text); Range: Medium; Target: Up to 2 creatures or object
component is a mirror.
(no two target can be more than 15 ft. apart); Duration:
Instant; Save: Reflex half; CR: Yes; Cost: 3. Empower – Spend 1 Chakra to increase the damage by
1d6, up to 1d6 per level or the maximum indicated per
This technique works like Godai Taigeki: Shodan
variant (whichever is lower).
Jutsu, except you launch elemental projectiles, dealing
Material Focus – Varies (see above).
3d6 damage to up to two separate targets in the area. This
technique has the following variants:
GODAI TAIGEKI: SHODAN JUTSU (ELEMENTAL BEATDOWN:
• Kasairyuu Omitto no Jutsu (Volcanic Ejecta RANK ONE TECHNIQUE)
Technique) (Lava) [Lava]: Can be empowered up Ninjutsu (*) [*]
to 9d6. Material Focus – At least 25 lbs of Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 4 (DC
earth, stone or mud nearby. 16); Time: 1 attack action; Components: H, E, F (see
• Seinaru Akari no Jutsu (Consecrated Light text); Range: Close; Area: Cone-shaped burst from the
user; Duration: Instant; Save: Reflex half; CR: Yes; Cost:
Technique) (Mirror Arts) [*]: The lightning deals
2.
holy damage if the user is Good or dark damage if
the user is Evil, up to 9d6. The material focus If a character entry has a specific variant of this
component is a mirror. technique, use that name instead (see below). Any
creature and unattended object in the area of effect
Empower – Spend 1 Chakra to increase the damage by suffers 2d6 points of damage, halved with a successful
1d6, up to 1d6 per level or the maximum indicated per Reflex save. The cone's length cannot exceed 30 feet. See
variant (whichever is lower). below for the damage type, descriptors and special
Mastery – Each step of mastery in this technique circumstances:
increases the maximum number of targets by 1. The first,
third and fifth steps of mastery in this technique • Bunsan Prism no Jutsu (Refracting Prism
increases the maximum distance between targets by 5 Technique) (Mirror Arts) [*]: The technique deals
feet. holy damage if the user is Good or dark damage if
Material Focus – Varies (see above). the user is Evil, up to 8d6. The material focus
component is a mirror.
GODAI TAIGEKI: SANDAN JUTSU (ELEMENTAL BEATDOWN: • Yousen Kisoku no Jutsu (Molten Breath
RANK THREE TECHNIQUE) Technique) (Lava) [Lava]: Can be empowered up
Ninjutsu (*) [*] to 8d6. Material Focus – At least 25 lbs of earth,
Rank: 5 (C); Learn DC: 17, 2 successes; Perform: 6 (DC
stone or mud nearby.
18); Time: 1 attack action; Components: E, H; Range:
Empower – Spend 1 Chakra to increase the damage by Duration: 1 round / level; Save: None; CR: No; Cost: 2
1d6, up to 1d6 per level or the maximum indicated per per summon.
variant (whichever is lower).
The user can summon any number of sharks to a
Material Focus – Varies (see above).
maximum of one per two levels of the user. Each frilled
shark in the school is proficient with whatever weapon
GODAI TAIGEKI: YONDAN JUTSU (ELEMENTAL BEATDOWN: it spawns with and has a 1d4 bite attack if disarmed.
RANK FOUR TECHNIQUE) They can move 30 ft. in a round, have 6 HP, 12 AC, +1
Ninjutsu (*) [*] to all saves, and +1 attack bonus with no other bonuses
Rank: 6 (C); Learn DC: 15, 2 successes; Perform: 4 (DC to speak of. They are small and can only perform basic
16); Time: 1 attack action; Components: C, H, E, (see movements and attacks, being fairly unintelligent and
text); Range: Long; Effect: Ray; Duration: Instant; Save: untrained in anything more advanced.
Fortitude or Reflex partial (see text); CR: Yes; Cost: 5. Each shark is summoned with a random weapon from
the following chart:
This technique works like Godai Taigeki: Shodan
Jutsu, except you fire an elemental ray attack, dealing 1. Dagger
5d6 damage against a single enemy. This technique has 2. Kodachi
the following variants:
3. Kama
Kazandan Dangan no Jutsu (Volcanic Shot Technique)
4. Knuckle Blade
(Lava) [Lava]: The technique deals lava damage, up to
11d6 and the target catches on fire (Reflex negates). 5. Shortsword
Rinrin no Jutsu (Hyouton) [Cold]: The technique deals 6. Katana
cold damage, up to 11d6 and will stagger the target for 1 7. Sabre
round (Fortitude negates). 8. Hand Scythe
Kuzure no Jutsu (Doton) [Earth]: The technique deals
earth damage, up to 11d6 and the target must make a Mastery – The third and fifth step of mastery grant a
Fortitude save to avoid being stunned for 1 round +1 bonus to the school of sharks’ HP, AC, Saves, Attack,
(Fortitude negates). and Damage.
Seidenki no Jutsu (Raiton) [Electric]: The technique Expendable Component – Some of the user's blood and
deals electricity damage, up to 13d6 and the attack gains a summoning scroll for the Shark blood pact.
an additional +2 circumstance bonus to attack rolls.
Yarienen no Jutsu (Katon) [Fire]: The technique deals HANKONKYO NO JUTSU (SOUL MIRROR TECHNIQUE)
fire damage, up to 13d6 and the target catches on fire Ninjutsu (Mirror Arts, Requires Mirror Arts (f))
(Reflex negates). Rank: 5 (B); Learn DC: 19, 5 successes; Perform: 7 (DC
Suikantsuu no Jutsu (Suiton) [Water]: The technique 20); Time: 1 full-round action; Components: C, H, F;
deals water damage, up to 11d6 and the target will be Range: 50 feet (see text); Effect: Duplicates of the user;
dazzled for 1 round (Reflex negates). Duration: 10 minute/level (D); Save: None; Cost: 4 + 2
Suraisufuu no Jutsu (Fuuton) [Wind]: The technique per additional clone (maximum 1 per level).
deals wind damage, up to 13d6 and the target will be
deafened for 1 round (Fortitude negates). This technique is basically an advanced version of
Bunshin no Jutsu that creates ethereal from the user own
Empower – Spend 1 Chakra to increase the damage by reflection, using no substance or matter as carrier for the
1d6, up to 1d6 per level or the maximum indicated per user's chakra. Using this technique, the user is able to
variant (whichever is lower). divide his essence to create several copies of himself.
While the replications are not capable of sentient
thought, they share a bond of sort that allows the user to
GYOGUN WANIZAME (SCHOOL OF SHARKS) communicate orders to his clones; the bond is only one
Ninjutsu (Suiton) (Requires Blood Pact (Sharks) (f) and way, though, and the clones cannot send orders,
Kuchiyose no Jutsu (t)) [Water, Hoshigaki Hijutsu] thoughts or images to the user. As such, the clones
Rank: 10 (A); Learn DC: 23, 4 successes; Perform: 13 (DC follow the user's instructions to the letter.
23); Time: 1 attack action; Components: C, H; Range: A clone is its own person and if caught in a genjutsu,
Close; Effect: Up to 1 Summoned Shark per 2 levels; only the replica will be affected, and not the user and/or
the whole group of clone. Anything experienced by the
clone will be remembered by the user when the You can use Fuzen Shinrui Fuuin on Hankonkyo no
technique expires, although it should be noted that no Jutsu.
extra experience or game-wise bonus will be awarded Material Focus – One Mirror
from this, only the knowledge acquired by the clone.
The clones have 2 hit points per three levels of the
user, saving throws equal to that of the user minus two,
HITOSHIREZU WATARIMONO NO METSUKI (UNSEEN
the same attack bonus as the user minus 2, though it may
WANDERER'S EYES)
Ninjutsu (Requires Fukurougan (t))
not have more than two attacks per round. It shares the
Rank: 5 (C); Learn DC: 16, 2 successes; Perform: 8 (DC
user's defense as well, but ignores natural armor and
15); Time: 1 full-round action; Components: C, H;
armor from physical sources, but receives user's
Range: Personal; Target: You; Duration: 1 round/level;
charisma as deflection, as well as all feats, talents and
Save: None; Cost: 3.
special abilities (though not templates and/or bloodlines)
the user may have, but does not benefit from any While under the effects of this technique, the
temporary bonuses the user may currently have (such as character's pupils seemingly dissolve and form into a
Shodan Kousoku or Tadayou). misty haze that wildly circles amongst his eyes. It is
A bunshin may not stray further than 1 mile from the impossible to tell what the character is looking at and in
user, and may be created in any location that can hold it turn, much harder to catch him with Doujutsu
within 50 feet. It can use any technique the user may techniques whilst he adverts his eyes. When doing so,
have under Rank 6, with the same skills modifier, but the character gains an additional 10% to be unaffected
doing so requires the clone to borrow the user's chakra by Doujutsu.
directly. In addition, all drawbacks coming from a Master – Each step of mastery grants another +2%
technique used by a replication not only affects the bonus to be unaffected by Doujutsu.
clone, but also the user. A replica counts as the user if it
uses a technique to create clones, and thus they are
controlled by the user and his own limit is used. The HONSHITSU ICHIKO NO JUTSU (REALITY FRAGMENT
clone is genuine and carry the very same equipment as TECHNIQUE)
the user except chakra- dependent items such as Ninjutsu (Mirror Arts) (Requires Mirror Arts (f)) [Mirror
exploding tags or sunburst tags. Any items carried by the Arts]
bunshin has no hardness and only half the original's hit Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1 rank
points. Poison and mastercraft bonuses are not carried (DC 12); Time: 1 attack action; Components: H, E, F;
over to the clone's equipment. Range: Close; Target: One living creature (see text);
Lastly, while the clone can use techniques, it cannot Duration: Instant; Save: None; CR: Yes; Cost: 1.
normally perform any activities requiring particular The user holds his mirror against his targets, and fires
attention, such as sensing chakra, setting off an a projectile made of light against him. The user makes a
exploding tag or carrying a serious conversation. Once ranged attack roll at his maximum attack bonus for each
the clone reaches 0 hit points, strays too far from the user shard. Said shard deal 1d4+1 points of slashing damage
or the duration expires, it disappears in a puff of smoke. to the target; the user may target different creature for
When Sensing Chakra, the clones count as though each shard, as long as they are within range. If the user
having half the user's Chakra Pool. Creating a clone not creates more than 2 shards using this technique, he can
only costs Chakra, but also divides the user's essence. For shoot them against an Area 5-ft.-radius burst instead a
each clone created by this technique, the user suffers target. Each shard deals 1d4+1, and reflex halves the
1d4+1 points of damage. damage.
While the user can freely replace any clones lost by Empower – The user can fire an additional sphere at
using this technique more than once, he cannot control the cost of 2 additional points of chakra (maximum 1
a number greater of clone than the specified maximum. every 2 levels).
He can also choose to dissipate a single clone (or more) Material Focus – One Mirror
of his choice rather than the whole group. He also
cannot control any other sort of clone while using this
technique (including simple Bunshins or Tajuu Kage
Bunshins). A simple usage of this technique without HARI SENBON (NEEDLE HAIR SENBON)
adding to the cost (2) creates one replica. Ninjutsu (Requires Hari Jizou (t))
Rank: 6 (B); Learn DC: 21, 3 successes; Perform: 8 (DC INSUTANTO KE HARI KOUKENNIN (INSTANT HAIR NEEDLE
21); Time: 1 Attack Action; Components: C, H, E; Range: GUARDIAN)
Close; Duration: Instant; Saves: reflex half; Cost: 6 Ninjutsu (Requires Hari Jizou (t))
Rank: 6 (B); Learn DC: 21, 3 successes; Perform: 8 (DC
This jutsu can be used whilst Hari Jizou is being used
21); Time: 1 instant action; Components: C, H, Mas;
or other defensive hair techniques are being used. The
Range: Personal; Target: You; Duration: 1 round; Cost: 6
user fires their strengthened hair like tiny needles in
either a cone shape or an area of affect around the user. Once a day the user may activate this jutsu as an
It can hit no more than 2 targets doing 3d6 + 5 points of instantaneous action to gain an armor bonus of +6 plus
damage to each target and no one can be targeted more any bonuses depending on the technique used against
than once. the user. The effects do stack with lightning shield.
Empower – You may increase the number of targets When a touch or melee attack using a small/tiny weapon
by increasing the chakra cost by one per added target. or attacking unarmed hits the user when the technique
is active the target takes 1d6 points of damage. If the user
has another type of shield up, e.g. lightning shield, they
INDOU DAI SHINI (REQUIEM FOR THE DEAD) take that damage also.
Ninjutsu (Requires Perform (Sing) 10 Ranks, Sense
Mastery – Each step of mastery increases the number
Chakra (a), Epic Technique: Requiem for the Dead (f))
of uses by 1 per day.
[Negative Energy, Lost Kinjutsu]
Rank: 22 (Epic); Learn DC: 47, 10 successes; Perform: 28
(DC 52); Time: Varies, See Text; Components: C, JOKATON: KAMI NO BAKUDAN (PURIFICATION RELEASE:
V; Area: 1,000 ft. radius (base, see text); Duration: See DIVINE BOMB)
Text; Save: See Text; Cost: 35 (base, see text). Ninjutsu (Jokaton; Requires Purification Release (f))
Rank: 5 (B); Learn DC: 18, 3 successes; Perform: 7 (DC
This technique was said to have been developed by
20); Time: 1 attack action; Components: H, E, Mas;
crazed lunatic who wanted to extinguish all life. His
Range: Medium (20ft. + 5ft./2 levels); Area: 10ft.-wide
village, which was in an isolated swamp, was destroyed
line; Duration: Instant; Save: Reflex half (see text); CR:
overnight. The man was never seen again, but travellers
Yes; Cost: 6.
in the swamp tell tales of dirges being sung at night by
an unknown voice on the wind. The user forms a giant orb of condensed purification
To begin properly performing this technique, the user chakra infused with normal chakra that quickly travels
must begin chanting the Indou Dai Shini for one full in a straight 10-foot-wide line and can pass through
round. All living creatures within the technique’s range creatures and unattended objects as it moves until it has
will hear the user as a whisper in their mind, and must reached its maximum range. Any creature in the line of
make a Will save or be Fascinated for one round. The effect suffers 7d8 damage, which can be halved with a
Will save DC is equal to the result of the user’s Perform successful reflex save.
(Sing) check. A creature can only be affected by the Empower – The user can spend an additional 1 point
initial effect once in a 24 hour period. of chakra to increase the damage by 1, up to 1 die per
After the round is completed, the user may choose to level or 15d8.
continue chanting for an additional round to increase Mastery – At fifth level of mastery in this technique,
the technique’s range by 1,000 ft. and chakra cost by 10 the user may designate up to 1 creature per 4 levels as
(up to a maximum of 5 rounds total). purified allies that remain unaffected by this technique
When the user finishes his chant, he may spend a full- regardless of being in the line of effect. The user must
attack action to complete the technique. Once fully spend an instant action to designate these creatures as
performed, the technique deals damage to all living allies before firing the orb.
creatures in range with a Chakra Signature of Faint or
higher equal in number and size to the user’s total Hit
Dice (Constitution modifier does not get applied) as their
JOKATON: KAMI NO KETSUI (PURIFICATION RELEASE: DIVINE
bodies are invaded by the user’s pure malice and hatred.
RESOLVE)
Ninjutsu (Jokaton; Requires Purification Release f))
Creatures may attempt to make a Fortitude Save to halve
Rank: 3 (B); Learn DC: 16, 2 successes; Perform: 5 (DC
the damage.
17); Time: 1 attack action or 1 full-round action;
Components: C, H; Range: Close; Target: One creature;
Duration: Instant; Save: Will negates (harmless); CR: Rank: 14 (Super S); Learn DC: 32, 8 successes; Perform:
Yes; Cost: 3. 19 (DC 39); Time: 1 full-attack action; Components: C,
H, E; Area: 30-foot burst radius centered on the user;
The user forms an orb of condensed purification
Duration: Instant; Save: Fort half; CR: Yes; Cost: 25.
chakra and makes a ranged touch attack against a target
creature. If successful, the orb makes contact and calms To begin this technique, the user must designate
the target. The subject will no longer see the user as a which creatures in a 30-foot radius will be considered
threat and will not attempt attacks on any other purified allies. Afterwards the user forms the proper
creatures on the battlefield either. The subject can still hand seals, upon which the user’s body glows brightly
defend normally, and the technique’s effect immediately with purification chakra. In a sudden eruption of bright
breaks if the subject takes damage. This technique can be energy, the chakra bursts from the user in all directions,
used to calm raging or frenzied creatures, but the dealing 25d8 holy damage to all undesignated creatures
perform time increases to a full-round action. within the burst radius, of which can be halved with a
successful Fortitude save. Demonic or evil creatures
suffer an additional 5d8 damage.
JOKATON: SEISEI DOMU (PURIFICATION RELEASE: PURIFIED This technique is very taxing on the user, and thus
DOME) should only be used once per day. Attempting to use this
Ninjutsu (Jokaton; Requires Purification Release (f))
technique a second time in one day increases the
Rank: 8 (A); Learn DC: 23, 5 successes; Perform: 11 (DC
perform requirements by 5 and, if successfully
25); Time: 1 full-round action; Components: C, H;
performed, results in the user becoming exhausted upon
Range: Personal; Target: You; Effect: Creates protective
completion of the technique. A third attempt increases
dome; Duration: Concentration; Save: None; CR: No;
the perform requirements by an additional 5 and, if
Cost: 12 (see text).
successfully performed, results in the user’s chakra pool
The user forms a dense 10-foot radius dome being reduced to 0 and he suffers 1d4 points of
surrounding his person that is composed of purification temporary Constitution damage.
chakra. The dome is impervious to melee and ranged Empower – The user can spend an additional 10
attacks as well as techniques, and only those the user chakra to double the burst radius (60-foot burst radius).
designates as purified allies may enter and exit freely.
Designating purified allies is considered an instant action
JUUKINKO NO TAIYOU (IMPRISONMENT OF THE SUN)
on the user’s turn before the completion of the
Ninjutsu (Shadow; Requires; Shadow Arts)
technique. Any undesignated creature standing within
Rank: 15 (Epic); Learn DC: 40, 9 successes; Perform: 23
the technique’s radius when the dome is formed is
(DC 45); Time: Full Round Action; Components: H, C;
pushed back until it is no longer within the radius.
Range: 100 foot; Range: Cylinder; Target: User;
However, this effect does not deal damage.
Duration: 10 Rounds; Save: Yes (See Text); Cost: 34.
The user must fully concentrate in order to maintain
this technique. He may not move, attack, or perform Many would argue that this technique is not an actual
techniques. If the user stops concentrating for whatever shadow art due to the fact that it does not involve using
reason, the technique immediately dispels. shadows directly. However in reality this technique
On the user’s next turn, while he’s concentrating on shows an almost god-like mastery of control over
the technique, he can spend a swift action and 8 points shadow, to the point that the user no longer manipulates
of chakra to enhance the dome for 1 round. The user and mere shadows but the light that makes those shadows as
anyone else within the dome during that round gain well! Technically the technique's name is a misnomer as
1d4+1 hit points and chakra. The user can use this ability the user does not literally manipulate the sun at all.
once per round afterwards, but each subsequent use costs Instead the user dissipates all elements of darkness from
an additional 8 points of chakra. the molecules of water in the earth's lowest layer of
atmosphere so that any light at all, even the smallest
increment, become a source of intense light. In practice,
JOKATON: TENGOKU KAI (PURIFICATION RELEASE: HEAVENLY the entire sky-line becomes a source of near-blinding
COUNCIL) light. The technique takes up a circular patch of skyline
Ninjutsu (Jokaton; Requires Purification Release (f))
of a certain area centered on the user (and which
[Good, Kinjutsu]
generally extends past where the eye can see).
On the turn this technique is used anyone not wearing senses dull and nerves deaden as they're afflicted with
protective eye-wear of some form must make a DC the user's poisonous chakra. The poisonous chakra deals
Fortitude check or be blinded and in addition must make 3d6 Doton damage to the target. If a target takes damage
a Concentration check every time they attempt to use a from this ability, then they must make a Fortitude saving
technique or loose it do to distraction. However, far throw. On a failure, the target is stunned for 1 round per
more dangerous than this is the fact that when this 4 levels of the user.
technique is active all shadow arts become super-
affective due to the intense shadows created by the
technique. All numeric affects created by shadow arts
HOMATSU NO JUTSU (BUBBLES TECHNIQUE)
Ninjutsu (Suiton) [Water, Hijutsu]
techniques increase by 50% while this technique is
Rank: 5 (B); Learn DC: 19, 4 successes; Perform: 7 (DC
active.
20); Time: 1 attack action; Components: C, E, H; Range:
Medium; Area: Cone-shaped burst; Duration: Instant;
HEBIKAMI BATSUYOU (SNAKE GOD'S LAST DESCENDANT) Save: Reflex half, Fortitude partial; CR: Yes; Cost: 8.
Ninjutsu (Doton, Doujutsu; Requires Petrifying Glare(a),
After blowing dozens of bubbles towards his targets,
Medusa Eye 4d6) [Earth, Euryale Cybele Hijutsu]
the user for the precise time to snap his fingers and cause
Rank: 11 (S); Learn DC: 27, 5 successes; Perform: 15
the bubbles to explode.
ranks, (DC 31); Time: 1 Full Round Action; Components:
Using this technique, the user is able to create
C; Area: 30ft Cone; Duration: Instant; Save: Fortitude
exploding bubbles and blow them at his foes in the form
Negates; CR: Yes; Cost: 13
of a deadly cone attack. Every creature caught in the
Calling on the deep curse of the snake god, Cybele cone-shaped burst suffers 7d6 points of water damage,
focuses her energy into her eyes and releases it as a wave which can be halved with a successful reflex save. In
of petrifying chakra. Anything caught in the area of addition, any creature that fails the aforementioned
effect must make a Fortitude saving throw or be petrified reflex save must make a fortitude save or else be knocked
instantly. Objects caught in the area of effect are prone from the explosive power.
petrified without saving throws. Empower – The user may spend an additional 1 point
A petrified creature cannot interact with the world of chakra to increase the damage by 1 die, up to 1d6 per
and is considered helpless. A petrified creature is not level or 15d6.
dead, and may not be resurrected by any technique
intended to resurrect the dead. A petrified creature is
treated as having permanent Strength and Dexterity
HOMATSU HYO NO JUTSU (BUBBLE DRIFT TECHNIQUE)
Ninjutsu (Suiton) (Requires Concentration 12 ranks)
damage equal to its Strength and Dexterity scores. Once
[Water, Hijutsu]
this damage is healed, a petrified creature is restored to
Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10 (DC
flesh. This ability damage does not heal naturally, and
23); Time: 1 full-round action; Components: C, H, Mas;
can only be restored via Medical techniques.
Range: Personal; Effect: Creates a huge bubble;
Using this ability is both mentally and physically
Duration: Concentration, plus 1 round/2 levels; Save:
exhausting, as well as life-threatening. Each usage of this
None; CR: Yes; Cost: 12.
technique deals a point of Constitution and Wisdom
damage to the user. On top of that, the user's Effective The user spends a full-round action to create a dense
Age increases by 2 years with each use. bubble. The bubble is considered a huge chakra
construct and has a carrying capacity of 100 pounds of
weight per level of the user. It can comfortably fit up to
HEBIKAMIGAN (SNAKE GOD'S GAZE)
three medium-sized creatures provided their combined
Ninjutsu (Doton, Doujutsu; Requires Petrifying Glare
weight does not exceed the total mentioned above. The
(a)) [Earth, Euryale Cybele Hijutsu]
bubble remains active for as long as the user can
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (DC
concentrate, plus 1 round per 2 levels. While housed in
24); Time: 1 Attack Action; Components: C; Range:
the bubble, the user can manipulate it to fly over great
Close; Target: One creature; Duration: 1 round/4
distances with good maneuverability. It travels at a speed
levels; Save: Fortitude Partial; CR: Yes; Cost: 8.
of 100 feet per round, or 1000 feet per minute. The
The curse of the snake god flows through the user's bubble has a defense of 10, a hardness of 5, and hit points
eyes and into the target. The target's blood thickens,
equal to the character’s level. If the bubble is destroyed, category larger than Medium. For smaller creatures
anyone who was previously in it begin falling. divide by 4.
Mastery – Each level of mastery in this technique 10 liters: Will freeze the opponent's feet together,
increases the hardness of the bubble by 1. effectively halting their movement until the ice is
broken. The opponent may still reflex save, but loses the
HOMATSU KIBARASHI NO JUTSU (BUBBLE DISORIENTATION ability to completely evade a technique, losing forms of
TECHNIQUE) Evasion.
Ninjutsu (Suiton) [Water, Hijutsu]
20 liters: Will freeze the opponent’s legs together.
Rank: 2 (C); Learn DC: 19, 4 successes; Perform: 7 (DC
Causing them to roll a Balance check (DC 12) or fall
20); Time: 1 attack action; Components: C, E, H; Range:
prone. The opponent may crawl, but cannot effectively
Close; Target: One creature (see text); Duration: Instant;
dodge techniques, losing forms of Evasion and their
Save: Fortitude partial; CR: Yes; Cost: 3.
Dodge bonus.
The user blows a chakra-enhanced bubble and pops it 30 liters: Freezes the opponents body up to his neck. It
in an opponent’s face, causing a small explosion that cannot move, perform any actions other than a free
disorients the foe. action and is immobilized, denying its ability to reflex
The user blows a watery bubble and makes a ranged save completely. A trapped creature suffers 1 point of
touch attack against a single creature within range. If Cold damage per round unless it succeeds a Fortitude
successful, the bubble violently pops in the target’s face save (DC 12) or wears warm, thick clothing or fur (or is
and deals 1d6 water damage. The target must succeed a under the effects of Unki Tate no Jutsu).
fortitude save to avoid becoming dazed for 1 round 40 liters: The opponent will take the effects of being
afterwards. covered by 30 liters, but will now be completely
Empower – The user may spend an additional 2 points submerged in ice, head and all. The targeted creature
of chakra to create additional bubbles each with a new begins to Drown (as per Suffocation and Drowning) and
target within range, up to 1 additional bubble per level will hold its breath for a number of round equal to its
or 3 bubbles. The user must roll separate touch attacks constitution score, after which it must succeed a
for each target. Constitution check each round (DC 10, increase by 1
after every successful check). Once if fails a Constitution
check, it is reduced to 0 hit points. After another failure,
HYOUSHOU KATACHI NO JUTSU (ICE CRYSTAL FORMATION to -1 hit points and dying, and with a third failure, it
TECHNIQUE) dies.
Ninjutsu (Hyouton) [Ice] If an object has lost half or more of its hit points, the
Rank: 6, B; Learn DC: 18, 4 successes; Perform: 9 (DC DC to break it decreases by 2.
21); Time: 1 attack action; Components: H, F, E; Range: Mastery – At the first, third, and fifth step of mastery
Close; Effect: Freezes water; Duration: 1 minute/level the ice's hit points increases by 2, hardness by 2, and
(D); Save: None; Cost: (see text). break DC by 2.
Using this technique, the user is able to freeze large Material Focus – A source of water, snow or ice nearby
quantities of water to create an advantage on the adequate to the specifics of this technique.
battlefield for the cost of 1 chakra per 10 liters frozen.
This technique can be used for the purpose of freezing KAGAMI MICHINORI NO JUTSU (MIRROR WAY NO JUTSU)
another character in place by targeting the water on its Ninjutsu (Spacetime; Requires Mirror Arts (f), Retrieval
body. The opponent is allowed a Break check as soon as Expert (f), Advanced Seal: Kagami Shasai (t))
the technique effects it. If used in this manner the chakra [Teleportation]
cost increases to 2 chakra per 10 liters in order to Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 (DC
strengthen the ice formed to adequately hold up against 22); Time: Move Action; Components: C, H, M, F; Effect:
the opponent. When strengthened, the ice effectively Creates a teleportation point; Duration: 3 rounds (D);
has 10 hit points, a hardness of 4 and Break DC of 20 to Save: Will negates (unwilling); CR: Yes; Cost: 7.
avoid being shattered like glass. The ice cannot be
melted by normal means, using Katon techniques will The user creates a gate between an original point (a
not decrease the duration. The amounts listed below mirror) and a bonded mirror. The character walks
figure for a Medium sized creature, to factor larger through the surface, and any creature of the same size or
creatures, multiple the amount by 4 for each size small can walk too, leading outside from the bonded
mirror. If the user has more than one bonded mirror, he During the time the user activates this ability, the
can choose one to be the destination. puppet may have its Force Shield component activated.
You need a medium mirror to a medium creature enter The cost is paid in full by the puppet. If the puppet does
and exit, a larger mirror to a large creature enter and exit, not have enough chakra to activate the component, the
and so on. Force Shield will not be used and this technique will
Material Focus – One Mirror that can handle the user's function as if it were Kairai Engeki: Gyakusenden.
size. Each use of a defensive maneuver stacks with all other
techniques with a similar effect.
Mastery – Every step of mastery after the first allows
KAGEHAKU OKERU (FADE INTO SHADOWS) the technique to be used an additional time per day, up
Ninjutsu (Shadow) (Requires; Shadow Arts)
to 5/day.
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 (DC
The third step of mastery allows the puppeteer to
17); Time: Attack Action; Components: H, C, F; Range:
select an ally or himself within 30 feet so long as the user
Personal; Target: You; Duration: Concentration; Save:
is aware of the incoming attack.
None; Cost: 4.
The fifth step of mastery increases the duration of the
This rather simple technique requires nothing more defensive maneuver by 1 round.
than a cloak of some form and a basic understanding of Material Focus – One puppet with a Force Shield
shadow arts. Rather than actually become one with component.
shadows, this technique allows the user to use their own
shadow in combination with the shadows of their
KAKUTOU KAMI (GRAPPLING PAPER)
environment to create a fine fabric of shadow to hide
Ninjutsu (Kamiton; Requires Kami no Arashi (3), 7 ranks
their location.
Craft (Visual Arts)) [Paper]
As long as the user remains in the shadow of an object
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 ranks
one size category larger than his / herself, does not move,
(DC 20); Time: 1 attack action; Components: C, F; Range:
and concentrates on this technique the user is treated as
Close; Target: One creature; Duration: 1 round / 2 level
invisible and obtains all of the benefits (and limitations)
(D); Save: Reflex negates; Cost: 8.
of invisibility. Combat of any form disrupts this
This technique uses paper as a deadly weapon,
technique.
trapping a creature (or one of its limb) in a paper cocoon
Material Focus – Any hooded cloak
in order to hinder or asphyxiate it. If the target fails its
KAIRAI ENGEKI: ERAI MINAOSHI (PUPPET THEATER: GREAT saving throw, two things may happen: either the user
REVIEW) targeted one of its limbs with the paper and the target
Ninjutsu (Requires Kairai Engeki: Gyakusenden (3), will be Entangled as per condition of the same name, or
Force Shield Component) the victim is completely covered with paper and held
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC completely immobile and helpless as well as suffocating.
19); Time: 1 instant action; Components: C, M, F, Mas; An immobilized creature cannot perform techniques
Range: 5 feet (see text); Duration: Instant; Save: None; requiring Mobility, Half Seals or Hand Seals, cannot
Cost: 5 (see text). move or perform any actions requiring freedom of
movement. The creature can attempt to break through
Similar to Kairai Engeki: Gyakusenden, the user uses the hold each round by spending a full-round action
an active puppet in order to intercept an incoming making a Break check (DC 25).
attack. However, this technique differentiates in that the A creature who is covered with paper may hold its
user is able to immediately activate the shield breath for a number of rounds equal to its Constitution
component on the puppet, thus increasing the chance Score minus 1 for every break attempt or every round is
that both the puppet and the user survive. does not take only move or free actions. After this period
Defensive Maneuver: The puppet acts as though it had of time, it must make a Constitution check (DC 10) each
the Harm's Way Shinobi Bodyguard ability for 1 round round to hold its breath or begin suffocating. Each round
or until it is de-animated. The puppet can only protect the DC increases by 1. When a creature fails one of these
the user as long as he is able to control it, and must checks, it begins to suffocate, falling unconscious with 0
otherwise meet the requirements of the Harm's Way Hit Points. In the following round it drops to -1 Hit
ability. Points and is dying. The third round after failing the
check, the creatures dies of asphyxiation.
This technique cannot solidify more than one Chakra- This technique can only be used if the user is near a
bearing object (like an exploding tag or advanced seal) mass paper that would equal to 25 pages of paper. It
among the objects it affects. If such an object hits a creates a thin wall of paper that grants any creature
creature, they have a -4 Reflex save against the object, hiding behind it one-half cover if it is Medium-sized, or
unless it is removed before it activates. three-fourths if it is Small or smaller. The cover bonus
Material Focus – A mass of paper equal to the creature only lasts for a single attack or area of effect before it is
to entangle, or two size category smaller than the destroyed, regardless whether damage was avoided or
creature for one of its limb. not.
Defensive Maneuver (1/day): Minimum DC 16. The
user may perform this technique to aid himself or an ally
KAMI NO ARASHI (PAPER STORM) to defend against an incoming attack; doing so provokes
Ninjutsu (Kamiton; Requires 7 ranks Craft (Visual Arts))
an attack of opportunity.
[Paper]
To defend against the attack, the user must make a
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 (DC
Perform check (as per Kami Boei, mastery counts)
20); Time: 1 attack action; Components: C, F, H; Range:
opposed to the opponent's attack roll or technique's Save
Medium; Duration: Concentration (up to 1 round/level);
DC +10. Success creates the barrier normally. Failure by
Save: Reflex half, Reflex negates (see text); CR: No; Cost:
less than 10 allows the technique to be performed
5.
anyway, but at one-half again its normal cost.
This technique allows the user control over a mass of
The Defensive Maneuver must be declared before
paper at his disposal. The swarm occupies a 5 ft. wide by
knowing the result of the attack. Failure by more than
10 ft. long space. It moves at the user's will within the
10 means that the chakra spent trying to avoid the attack
technique's range at a flying speed of 50 feet with Perfect
is wasted, and the technique fails. The Defensive
maneuverability. If it flies through a square occupied by
Maneuver has a chakra cost of 4 and allows the user to
a creature(s), said creature suffers 2d6 points of slashing
defend against an attack or effect from an opponent with
damage, and is allowed a reflex save to take only half
a Challenge Rating equal to his level or 1, whichever is
damage.
lower.
The swarm is completely unaffected by attacks that
Mastery – Every step of mastery in this technique
target a single creature, has a Defense of 18 and 10 hit
increases the number of times per day it can be used by
points. It cannot be caught flat-footed, entangled,
1.
stunned, poisoned, suffer ability drain or damage or
Every step of mastery increases the CR of attack he can
affected by any effect requiring a will or fortitude save.
defend by 5 or up to his level, whichever is lower.
It shares the user's Reflex save, however, and evasion or
The fifth step in mastery also allows the user to affect
improved evasion if he has it.
items bearing Chakra Symbols (such as an exploding tag
The swarm will continue to move according to the
or advanced seal).
user's will until it is either destroyed, leaves the
Material Focus – 25 pages of paper.
technique's range, the user dies or stop concentrating.
This technique cannot solidify more than one Chakra-
bearing object (like an exploding tag or advanced seal) KAMI BUNSHIN (PAPER CLONE)
among the objects it affects. If such an object hits a Ninjutsu (Kamiton; Requires 7 ranks Craft (Visual Arts))
creature, they have a -4 Reflex save against the object, [Paper]
unless it is removed before it activates. Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 (DC
Material Focus – 25 pages of paper. 20); Time: Full-round action; Components: H, Mas;
Range: 25 ft. / level; Duration: 1 min / level; Save: None;
Cost: 2 + 2 (1 / 3 lvl).
KAMI BOEI (PAPER DEFENSE) This technique has you creating paper clones which
Ninjutsu (Kamiton; Requires 5 ranks Craft (Visual
have real, physical substance. Paper clones appear at any
Arts)) [Paper]
location within range, and disappear if they move more
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 4 (DC
than 1 mile away.
16) (see text); Time: 1 attack action or 1 instant action;
You cannot create paper clones if you have other types
Components: H, F, C, Mas; Range: Close; Duration: 1
of physical clones under control, and cannot create any
round / level or Instant (see text); Save: None; CR: No;
other type of physical clones while you have paper
Cost: 2 or special (see text).
clones under your control.
Appearance: Paper clones are identical to you in Defeat and Dismissal: You may dismiss one or more
appearance and personality, indistinguishable even to clones at will, and can freely choose exactly which
the most attentive inspector. To those sensing Chakra, a clone(s) to dismiss when doing so. If a clone reaches 0
clone has your Chakra Signature, but its Signature’s HP, goes beyond the maximum range, or dismissed, it
strength is only as strong as their cost to create them. At disappears in a whirl of papers, leaving behind no
creation you may decide a different appearance or copy evidence of its existence besides the pieces of paper.
the appearance of another for your paper clone, to do so When it does, you become immediately aware of
you make a Craft (Visual Appearance) roll in place of a anything it experienced.
Disguise roll. Special: Clones do not affect how much experience a
Control: You control paper clones by thought, but the character earns, and defeating clones in combat does not
clones cannot send thoughts back to you to normally grant experience to players. Paper clones
communicate. Shadow clones follow your instructions weigh 5 pounds.
to the letter, and while they are individual creatures, Empower – Spend 3 Chakra to create one additional
they cannot act without orders. Even when ordered, clone. You cannot control more than 1 paper clone per
shadow clones cannot perform actions requiring 3 levels at the same time. Trying to create more will
complex thought and attention such as setting off an immediately dismiss your oldest clones until you no
explosive tag or carrying a conversation (thought they longer control more clones than allowed.
can relay messages). Material Focus – A mass of paper nearby containing at
Statistics: Paper clones’ statistics are based on yours, least 5 pounds of paper
as shown below. Temporary bonuses, such as from Speed
Ranks and Strength Ranks, are not counted for these
statistics. Paper clones have:
KAMI CHAKRAM (PAPER CHAKRAM)
• 1 HP per 3 character levels (not modified by Ninjutsu (Kamiton; Requires 10 ranks Craft (Visual
Con) Arts)) [Paper]
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 (DC
• Your total attack bonus, at -4
23); Time: Standard action; Components: C; Range:
• Your Defense, at -5 Medium; Effect: 5-ft.-diameter sphere; Duration: 1
• Your saving throws, at -4 round / level; Save: Reflex negates; CR: Yes; Cost:
• Your skills, feats, talents, racial and class A spinning chakra of paper rolls in whichever
abilities direction you will and slashes those it strikes. It moves
60 feet per round.
• None of your bloodline or template abilities
As part of this movement, it can ascend or jump up to
Equipment: Paper clones carry the same equipment 30 feet to strike a target. If it enters a space with a
you do, but any Chakra-based items become mundane creature, it stops moving for the round and deals 2d6
versions without any special enhancements, powers or points of fire damage to that creature, though a
uses (a sealed item becomes a basic version with no successful Reflex save negates that damage. A flaming
powers or enhancements, explosive tags become pieces sphere rolls over barriers less than 4 feet tall, such as
of paper, etc.). Any mastercraft bonuses are also lost on furniture and low walls.
the clones’ equipment. It ignites flammable substances it touches and
Poisons and other complex chemical items are illuminates the same area as a torch would.
seemingly copied, but are non-functional. The sphere moves as long as you actively direct it (a
Items copied on a clone have no hardness, and half as move action for you); otherwise, it merely stays at rest
much HP as such an item would normally have. and burns. It can be extinguished by any means that
Combat: Paper clones making a full-attack cannot would put out a normal fire of its size. The surface of the
make more than two attacks, and they can use sphere has a spongy, yielding consistency and so does not
techniques you know, up to Rank 4. Any Chakra costs it cause damage except by its flame. It cannot push aside
must pay are taken directly from your Chakra pool. If unwilling creatures or batter down large obstacles. A
the technique it uses has any specific drawbacks, they flaming sphere winks out if it exceeds the spell’s range.
affect both the clone and you. This technique cannot solidify more than one Chakra-
If a clone creates clones, those are clones are treated as bearing object (like an exploding tag or advanced seal)
if created by you (counting towards your limit). among the objects it affects. If such an object is thrown
and hits a creature, they have a -4 Reflex save against the This technique can not affect items bearing Chakra
object, unless it is removed before it activates. Symbols (such as an exploding tag or advanced seal).
Material Focus – 10 pages of paper per object made. Empower – The user may spend 1 point of chakra to
create an additional square up to 1 per level (maximum
10 squares).
KAMI HIKOKI (PAPER PLANE) Mastery – Each step increases adds an additional 5 ft.
Ninjutsu (Kamiton; Requires 6 ranks Craft (Visual Arts))
square.
[Paper]
Every odd step increases the Spot DC by 2.
Rank: 4 (B); Learn DC: 17, 3 successes; Perform: 6 (DC
The fifth step in mastery also allows the user to affect
19); Time: 1 full-round action; Components: F; Range: 1
items bearing Chakra Symbols (such as an exploding tag
mile; Duration: Until discharged (destination is
or advanced seal). At which point this technique cannot
reached); Save: None; CR: No; Cost: 6.
solidify more than one Chakra-bearing object (like an
This paper technique is used by messengers and scouts
exploding tag or advanced seal) among the objects it
to pass around reports using a small paper airplane. The
affects. If such an object hits a creature, they have a -4
airplane travels to a specific location within range that is
Reflex save against the object, unless it is removed before
familiar to the user, provided that it can find a way to
it activates.
the location. The plane continues to ride the wind until
Material Focus – 1 page of paper per object made.
it reaches its destination, at which point it grounds itself
and unfolds to reveal any message written on it. The
message is delivered regardless of whether there is KAMI NO YAJIRUSHI (PAPER ARROW)
someone present to take it or not. Ninjutsu (Kamiton; Requires 4 ranks Craft (Visual Arts))
A single activation will create a paper airplane from a [Paper]
standard sheet of paper that will hold the sheet of paper's Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 (DC 13);
normal amount of information (written on the paper Time: 1 move action; Components: Concentration;
before use of the technique) and cannot affect items Range: Touch; Duration: 1 minute / level; Save: None;
bearing Chakra Symbols (such as an exploding tag or Cost: 2.
advanced seal). As Gamiyari, but you create arrows.
The plane travels at 30 feet per round, but only if the Material Focus – 1 page of paper per object made.
user is conscious. Should the user lose consciousness,
have his Chakra Pool reduced to 0, or die before the
plane reaches its destination, the paper will only travel
KAMI SHURIKEN NO JUTSU (PAPER SHURIKEN TECHNIQUE)
Ninjutsu (Kamiton; Requires 3 ranks Craft (Visual Arts))
at 30 feet per minute.
[Paper]
Mastery – Each step increases the distance by 1
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1 rank
additional mile.
(DC 12); Time: 1 attack action; Components: F, Mas;
Material Focus – 1 page of paper per plane.
Range: Close; Target: One creature; Duration: Instant;
Save: Reflex half; CR: No; Cost: 1.
KAMI KASUI NO JUTSU (PAPER SPIKE TECHNIQUE) This basic Kamiton technique creates a small
Ninjutsu (Kamiton; Requires 5 ranks Craft (Visual Arts)) shuriken-shaped projectile made of paper which hurdles
[Paper] towards his foes. The projectile deals 1d6 point of
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 6 (DC slashing damage, which can be halved with a successful
16); Time: 5 minutes; Components: E, F, S; Range: Close; Reflex save.
Area: One 5 ft. square; Duration: Instant; Save: Reflex This technique cannot solidify more than one Chakra-
half; Cost: 3. bearing object (like an exploding tag or advanced seal)
Paper laying on the ground below a target springs to among the objects it affects. If such an object is thrown
life and becomes a deadly trap. The user creates spikes and hits a creature, they have a -4 Reflex save against the
that deals 1d4 piercing damage to creatures in the area. object, unless it is removed before it activates.
Creatures must make a Spot check to notice the paper Mastery – Each step increases the damage by +1.
spikes (DC 15). Material Focus – 2 pages of paper.
Any creature that steps on the paper spikes reduces
their land speed by half until the damage dealt by the
spike has been healed.
KAMI SHURIKEN SHIGURE (PAPER SHURIKEN SHOWER) The Fire breath weapon can be formed into a Line 30
Ninjutsu (Kamiton; Requires 4 ranks Craft (Visual Arts)) ft. long, 5 feet high, and 5 feet wide or into a Cone 15 ft.
[Paper] long. The character’s breath weapon is able to affect a
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3 (DC larger area as he progresses. The distance increases by 5
15); Time: 1 attack action; Components: F, Mas; Range: ft. per 2 HD of the Keeper beyond 4. The attack deals 3d6
Close; Area: Cone-shaped burst from the user; Duration: damage to each creature in the cone or the first creature
Instant; Save: Reflex half; CR: No; Cost: 3. hit in a line attack and deals fire damage up to 11d6.
The user creates a small barrage of paper shuriken and Empower – The user may spend 1 point of chakra to
kunai. Any creature and unattended object in the area of increase the damage by 1 die, maximum 1 die per level
effect suffers 2d6 points of piercing damage, halved with
a successful Reflex save. The cone's length cannot exceed
30 feet.
KETSUEKIBURI: BENI YOROI (BLOOD STYLE: CRIMSON ARMOR)
Ninjutsu (Requires Blood Mage (f), Blood Training (a))
This technique cannot solidify more than one Chakra-
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 7 (DC
bearing object (like an exploding tag or advanced seal)
18); Time: 1 attack action; Components: S, P (see
among the objects it affects. If such an object is thrown
text); Range: Touch (see text); Target: One creature;
and hits a creature, they have a -4 Reflex save against the
Duration: 1 round/level; Save: Will save resists
object, unless it is removed before it activates.
(Harmless); CR: No; Cost: 4.
Mastery – Each step increases the damage by +1.
Material Focus – 4 pages of paper. Your blood is expelled from your skin and covers
either you or a creature you touch. The blood hardens
and gives the target a +3 armor bonus to Defense (This
KAMI NO TSURUGI (PAPER SWORD)
does not stack with any type of armor). If the recipient
Ninjutsu (Kamiton; Requires 8 ranks Craft (Visual Arts))
of the technique is not the caster they must make a
[Paper]
Fortitude save (DC 20) or become sickened for the
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
duration of the technique. When the duration expires,
19); Time: 1 attack action; Components: C, F; Range:
the blood becomes gaseous and flows harmlessly back to
Personal; Duration: 1 round / level (D); Save: None; CR:
the caster where it re-liquefies.
Yes; Cost: 6.
Expendable Component – The user takes 2 points of
The user crafts any melee weapon he is proficient with
Constitution damage when casting this technique and
out of a mass of paper and chakra. The paper weapon is
loses HP and Chakra accordingly. The ability damage,
treated as properly sized to the user, and can only be
HP, and Chakra lost are regained when the user
sundered by chakra-enhanced attacks. The weapon will
reobtains their blood.
appear in the user's hand and will instantly dissipate if
he is disarmed, the weapon is sundered, or it ever leaves
his grasp. The weapon counts as chakra-enhanced and KETSUEKIBURI: GENKI SESSHU (BLOOD STYLE: VITALITY
has a hardness of 10 and 10 hit points. THEFT)
This technique cannot solidify more than one Chakra- Ninjutsu (Requires Blood Mage (f), Blood Weapon
bearing object (like an exploding tag or advanced seal) (Small) (a))
among the objects it affects. If such an object is thrown Rank: 3 (D); Learn DC: 14, 1 success; Perform: 5 (DC
and hits a creature, they have a -4 Reflex save against the 14); Time: 1 attack action; Components: None;
object, unless it is removed before it activates. Range: Touch; Target: One creature; Duration: Instant;
Material Focus – A mass of paper equal to that of the Save: Fortitude resists; CR: Yes; Cost: 4.
weapon to be created.
You attempt you revitalize yourself using the blood of
your opponent. You make a melee touch attack against
KASAI KISOKU BUKI (FIRE BREATH WEAPON) an opponent, if you succeed; the opponent makes a
Ninjutsu (Katon) (Requires Advanced Bloodline Flame Fortitude save. If the opponent fails their Fortitude save,
Keeper (f)) [Fire] they take damage equal to the amount of Constitution
Rank: 4 (C); Learn DC: 18, 3 successes; Perform: 7 (DC damage you have taken or 1, whichever is lower. You
16); Time: 1 Full Round Action; Components: C; Range: then restore an amount of Constitution damage equal to
15 ft. Cone, 30 ft. Ray; Duration: Instant; Save: Reflex; that amount. Mastery: At first, third, and fifth steps of
Cost: 1 +1 per die. mastery the maximum amount of damage you may
heal/deal is increased by one by paying an additional 3 Rank: 8 (C); Learn DC: 21, 2 successes; Perform: 9 (DC
chakra per point beyond the first. 21); Time: See text; Components: S, P, 1 point of
Constitution per bullet fired; Range: Close; Target: One
enemy; Duration: Instant; Save: None; CR: Yes; Cost: 4
KETSUEKIBURI: AKAIRO KIRI NO JUTSU (BLOOD STYLE: RED per bullet fired.
MIST JUTSU)
Ninjutsu (Suiton; Requires Blood Mage (f), Blood The user fires a blast of his blood towards the enemy.
Weapon (Small) (a)) [Water] If cast as an attack action, the jutsu fires one bullet
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC towards an enemy. This jutsu can be used as a full-attack
19); Time: 1 attack action; Components: H, P, 1 point of action to fire as many bullets as the user would normally
Constitution damage; Range: One square must be be able to attack with a full-attack. Each bullet requires
adjacent to the user; Target: See text; Duration: 1 a ranged attack roll to hit and deals 2d6 damage. The
round/level; Save: Fortitude partial, see text; CR: Yes; bullets count as the user's Blood Weapon for all
Cost: 6. purposes. When a bullet hits the target, you may have it
dissipate and reform in your body, returning the Con,
The user expels a fog of blood from his veins. While
but you may not do this if the bullet misses.
inside this fog, your allies gain 20% concealment and any
enemies must make a Fortitude save or be sickened for
the duration of the jutsu (or until they have spent a full KETSUEKIBURI: HADA KORI (BLOOD STYLE: SKIN HARDENING)
round outside of the fog). While inside the cloud, the Ninjutsu (Doton) (Requires Blood Mage (f), Gift of Blood
Constitution cost for the user to form a blood weapon is (a)) [Earth]
reduced by 1 point. The cloud is a 5 ft. Radius and at least Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
one square must be adjacent to the user when the cloud 19); Time: Attack action; Components: H, P; Range:
is formed. Personal; Target: Self; Duration: 1 round/level; Save:
Empower – The user may increase the radius of the None; CR: None; Cost: 5.
technique by 5 ft. by spending an extra 2 points of
The user hardens the blood near the surface of his skin,
Constitution (the cloud cannot be more than 5 ft. in
making him more difficult to cut through. The user gain
radius for every 4 levels the caster has, max 20 ft.).
DR 5/Piercing for the duration of the technique.
Special – If the user is inside or adjacent to the cloud
Special: The user may use this technique as an instant
when the duration of the jutsu expires, he regains the
action, using up one of his uses of Kawarimi no Jutsu.
Constitution lost when casting the technique.

KETSUEKIBURI: CHI NENSHO (BLOOD STYLE: BURNING BLOOD) KETSUEKIBURI: DAN HAISUIKAN (BLOOD STYLE: BODY
Ninjutsu (Katon) (Requires Blood Mage (f), Blood
CONDUIT)
Ninjutsu (Raiton) (Requires Blood Mage (f), Gift of Blood
Weapon (Small) (a)) [Fire]
(a)) [Electric]
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
Rank: 8 (C); Learn DC: 21, 2 successes; Perform: 9 (DC
19); Time: 1 move action; Components: S, P; Range:
21); Time: Instant action; Components: None; Range:
Touch; Target: The user's blood weapon; Duration: 1
Close; Target: One enemy; Duration: Instant; Save:
round/ 3 levels or until discharged; Save: None; CR: Yes;
None; CR: Yes; Cost: See text.
Cost: 5.
The user channels electricity through his body and
The user infuses his blood weapon with his fire
fires it towards an enemy. This jutsu may be used when
elemental chakra, causing it to boil. The user's blood
targeted by any Raton technique that deals damage. You
weapon deals an extra 1d6 fire damage on a successful
may spend any amount of chakra to gain 1 point of
attack. This jutsu can be discharged as a swift action to
electricity resistance per point spent (you must choose
give your blood weapon +5 ft. reach until the end of the
the amount of chakra you wish to spend after you know
turn (the weapon continues to deal the extra fire damage
if the attack hits or after you make the save, but before
while the reach is active).
you know how much damage it deals). After the attack
is resolved, you may fire a bolt of electricity, a ranged
KETSUEKIBURI: KENJU NO CHI (BLOOD STYLE: BLOOD PISTOL) touch attack, at an opponent within range, dealing 1
Ninjutsu (Fuuton) (Requires Blood Mage (f), Blood point of electricity damage for every point of damage
Training (a)) [Wind] prevented by this technique.
With this technique, the user draws energy from the
souls he previously absorbed and uses it to attack an
KETSUEKIBURI: YARI NO GENSE (BLOOD STYLE: SPEAR OF
objective. The energy takes the form of a ghostly skull
LIFE) and strikes the objective without a chance of missing its
Ninjutsu (Hyouton) (Requires Blood Mage (f)) [Cold]
target. When the energy hits said target, it explodes
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
dealing 2d10 points of damage to everything in a 5 ft.
19); Time: Attack action; Components: H, P, E, 2 points
radius, half of it being sonic and half force damage.
of Constitution damage; Range: Touch; Target: One
Other creatures caught in the area of effect must make a
adjacent 5-foot square; Duration: 1 round/level; Save:
Reflex save for half damage. The target must be a human
Reflex; CR: Yes; Cost: 6.
being.
The user freezes some of the blood in his hands and Expendable Component – 1 Soul Unit.
lets it seep into the ground. Any opponent who steps
into the targeted square takes 3d6 damage, half cold
KIKAI KYUU NO JUTSU (BUG WORLD TECHNIQUE)
damage, half piercing and is slowed as if affected by
Ninjutsu (Requires; Kikai Host) [Aburame Hijutsu]
caltrops for the next 5 rounds. A successful Reflex save
Rank: 12 (S); Learn DC: 34, 5 successes; Perform: 15 (DC
halves the damage and prevents the slow. A character
38); Time: 1 full-round action; Components: C, H, F;
may make a DC 22 Spot check to notice the trap
Range: Medium; Area: 30 ft. radius + 5 ft./swarm;
Empower – The user may spend an additional 3 chakra
Duration: 1d4 rounds; Save Throws: Fort half; Cost: 30
to increase the damage by 1d6 and the duration of the
(+7/additional swarm).
slow by 1 round (max 7d6 damage and 9 rounds of slow).
Konchuu Kyuu no Jutsu is considered the epitome of
their clan techniques as it makes escape for their target
KETSUEKIBURI: RYU REI GENSEI NO JUTSU (BLOOD STYLE: near impossible as it requires the user to possess a total
FLOWING LIFE JUTSU) of 8 swarms (bug reserve included). The character
Ninjutsu (Medical) (Requires Blood Mage (f), Gift of
simply performs a series of hand seals as his symbiotes
Blood (a))
swarm around him and then gather to the targeted area
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
where they attack only the targets the user wishes to
19); Time: Attack action; Components: H, P, E, 1 point
attack. All opponents suffering from this technique
of Constitution damage; Range: Touch; Target: One
suffers 8d10 chakra damage and a -5 penalty to attack,
adjacent creature; Duration: Instant; Save: None; CR:
spot, defence, and reflex checks for 1d4 rounds. If the
Yes; Cost: 5.
user so wishes he may spend another 7 chakra to gain +5
You use your own blood to close an ally's wounds. You ft./per additional swarm.
take 1 point of Constitution damage and the target heals Mastery – First step of master adds +8 to chakra
1 Hit Point for each character level they have. At any damage.
time before either of you rest, you may forcefully regain Second step of mastery increases the damage by one
your blood, the target loses Hit Points equal to the increment (i.e. 8d10 to 8d12).
amount of HP this technique restored them, and you Third step of mastery increases the range by 30 ft.
regain the Constitution damage dealt to you by this Fourth step of mastery increases the technique save
technique. throw by 2.
Empower – You may spend an additional 5 chakra and Fifth step of mastery replaces the total damage to
1 point of Constitution to heal the target for an 10d12+10 chakra damage, replacing the first and second
additional 1 HP per character level. step’s bonuses.

KIBAKU HITODAMA NO JUTSU (EXPLODING DISEMBODIED SOUL KIKAI ROUKA NO JUTSU (BUG BEACON TECHNIQUE)
TECHNIQUE) Ninjutsu (Requires; Kikai Host(a)) [Aburame Hijutsu]
Ninjutsu [Kuiarasu Clan Hijutsu]
Rank: 3 (C); Learn DC: 17 ; Perform DC: 16; Time: free
Rank: 4 (B); Learn DC: 22, 3 successes; Perform: 6 (DC
Components: F; Range: 1 mile; Target: You;
19); Time: 1 attack action; Components: C, H,
Duration: Instant; Save: Harmless; Cost: 1.
X; Range: Medium (20 ft. + 10 ft./2 levels); Target: 1
object; Duration: Instant; Save: None; Cost: 5. It is said that the female Konchuu has a strong odor
easily distinguishable to the male konchuu. With the aid
of the user's Chakra, they are able, to a certain extent Mastery – At 5th level of mastery, the character can
follow its scent over a lengthy distance without losing its increase the number of liters he can transform per round
trace. by 1.
By placing a female konchuu on a creature or object Material Focus – At least 1 liter of water nearby.
with a melee touch attack and a Sleight of Hand check
DC 15 to hide it from view, or simply wait for the female
to fly to the creatures body and hide itself, the user is
KOUSEN DAGEKI DENDOU NO JUTSU (ELECTRIC SHOCKING
able to know the direction he must go to find the
WIRES)
Ninjutsu (Raiton) (Kousen Shibari no Jutsu (t)) [Electric]
creature as long as its within a mile of him. If the female
Rank: 5 (C); Learn DC: 19, 2 successes; Perform: 8 (DC
Konchuu is noticed with a Spot check DC 25 and killed
20); Time: 1 full round action; Components: H, M;
or the user no longer has a konchuumure in his body,
Target: Any enemy in Shibari no Jutsu; Range: Melee
the user loses any information about the location of the
Touch; Duration: 3 rounds; Save: Fortitude, partial (see
creature and the technique ends.
text); Cost: 5.
Material Focus: Once Konchuumure in his body
One enemy caught in Kousen Shibari no Jutsu must
KIKAI TATSUMAKI NO JUTSU (BUG TORNADO TECHNIQUE)
make a Fortitude save; failure means that the enemy is
Ninjutsu (Requires; Kikai Host) [Aburame Hijutsu]
dealt 4d4+1 Electrical damage and has a -3 to all Escape
Rank: 5 (B); Learn DC: 24, 3 successes; Perform: 8 (DC
Artist and strength checks to get out of Kousen Shibari
22); Time: 1 attack action; Components: H, F, E; Range:
no Jutsu for the duration of the technique.
Close; Target: One Creature; Duration: Instant; Save:
Empower – You may spend extra chakra to increase
Fort partial; Cost: 8.
the duration of the technique by 1 per 2 chakra spent,
A deadly attack created by the Aburame as a way to (Maximum +2 rounds).
quickly eliminate a single opponent by sending multiple
swarms of symbiotes at the opponent where they attack
in a swirling motion, much like a tornado. The opponent
KUCHI SAKUSEI NO JUTSU (MOUTH CREATION TECHNIQUE)
Ninjutsu [Iwagakure Kinjutsu]
suffers 1d4 points of chakra damage per swarm, and must
Rank: 5 (Super S); Learn DC: 31, 8 successes; Perform: 19
succeed a fortitude save or be nauseated for 1 round.
(DC 39); Time: 10 minutes; Components: C, H; Range:
The cost is 8+2 chakra for each additional swarm, up
Touch or Personal; Target: One living humanoid
to a max of 1 per 3 levels of the user.
creature (You); Effect: Manifests mouth components on
Mastery – At first, third and fifth step mastery, gain +1
the creature’s body; Duration: Permanent; Save: None;
chakra damage per swarm.
CR: Yes; Cost: (See Text).

This advanced ninjutsu allows the user to apply a


KORIRU NO JUTSU (FREEZE TECHNIQUE)
permanent set of special mouths on his hands and chest.
Ninjutsu (Hyouton) [Cold]
This technique is highly dangerous to both the user and
Rank: 3 (C); Learn DC: 14, 1 success; Perform: 5 (DC 15);
the subject, and as such has been deemed a forbidden
Time: 1 full-round action, or 1 minute; Components: C,
jutsu.
H; Range: Close; Effect: Turns up to 1 liter of water into
The user may perform this technique on himself or a
ice or snow per level/round; Duration: Instant; Save:
single willing, paralyzed or unconscious creature.
None; Cost: 2 or 6 (See Text).
Performing this technique on another creature requires
This technique turns 1 liter of water into ice or snow that the user remain in constant physical contact for 10
per round; you may control what source of water within minutes. If the user becomes distracted while
the technique’s range is affected by this technique. This concentrating on this technique, he must make a
technique generally converts water to ice or snow at a Concentration check (DC 20) to maintain contact and
rate of 1 liter per round, per level over the course of 1 continue performing the technique. However, if the user
minute or until dispelled or interrupted by some other takes damage or is unable to touch the creature before
means. However, the user can choose to spend a full- completion of the technique, then it dispels
round action to instantly convert 10 liters plus half his immediately.
character level (up to 20 liters) at the expense of Upon completion of this technique, the creature or
additional chakra. user will gain two active mouths on each hand and one
on the chest that is directly connected to the heart.
These mouths can be used to knead chakra into 5d6 points of damage, and if the first saving throw fails,
materials. They are especially useful for Kibaku Nendo a Fortitude saving throw to avoid being pushed back 10
techniques, as the mouths are able to knead multiple feet and fall prone. huge or larger creatures are immune
exploding clay sculptures. When performing Kibaku to the pushback effect of Rashoumon. The gate has 50
Nendo while possessing the mouth components, the user hit points, Defense 14 (-2 size, +6 natural), 10 points of
can increase the time to a full-round action to form up hardness and Earth, Fire, Lightning, Cold, Water, and
to 6 tiny sculptures, 4 small sculptures, or 2 medium Wind resistance 10. Any ray, cone, burst, line of effect
sculptures (however the user can still only create one or spread effect that deals enough damage to destroy the
flying sculpture). The damage per sculpture is reduced Rashoumon, continues until its maximum range is
by 4 die. The mouth components can also knead the reached, which means that creatures standing behind
user’s chakra into other soft materials, such as cloth, the Rashoumon when the gate is destroyed may receive
paper, mud, soft earth, water, snow, and others (at the part of the effect. The damage of any effect or attack that
GM’s discretion). manages to break through the gate and affect creatures
However, the hands cannot knead harder materials standing behind it is reduced by 10.
such as wood or metal, and certainly not fully formed This technique can also be used as an instant action
weapons. that provokes an attack of opportunity once per round,
After completing the technique, the user’s chakra pool just before an opponent's technique or attack roll, as long
is reduced to 1, his reserves to 0, and he suffers chakra as the user isn't flat-footed, denied his dexterity bonus
depletion. The subject’s hit points are reduced to 1 and and the opponent is not higher than ECL 1. The Perform
he falls unconscious; if he was already unconscious he DC is equal to the opponent's Perform Check (minimum
remains that way for an additional 1d4 hours. If the user 22) or attack roll, and the user may not convert the
is the subject of this technique, then he suffers both chakra cost to hit points. If the technique is successful, a
effects. Rashoumon is summoned anywhere between the
Special: The chest mouth component is directly opponent and the user (Provided that there is enough
connected to the heart, and thus the user’s life force. It space for that), to defend the summoner against any kind
is terribly impractical to utilize this mouth’s abilities of offensive technique.
other than as part of a suicidal last resort technique, such Mastery – The user can't attain a level of mastery in
as Kyukyohu Geijutsu. However, the chest mouth will this technique above his own ECL category (See below).
attempt to eat any materials within its reach, so it must The first step of mastery in this technique allows the
remain covered, stitched up, or closed by some means at user to avoid techniques from opponents whose ECL are
all times. up to 5 as an instant action (See above).
XP Cost – 5,000 XP. The second step of mastery in this technique allows
the user to avoid techniques from opponents whose ECL
are up to 10 as an instant action, but defending against a
KUCHIYOSE: RASHOUMON (SUMMONING TECHNIQUE: technique from an ECL 6 to 10.
RASHOUMON) The third step of mastery in this technique allows the
Ninjutsu (Spacetime) [Summoning]
user to avoid techniques from opponents whose ECL are
Rank: 7 (B); Learn DC: 25, 4 successes; Perform: 10 (DC
up to 15 as an instant action, but defending against a
22); Time: 1 attack action or 1 instant action (See text);
technique from an ECL 11 to 15.
Components: C, M, H, Mas; Range: Medium; Effect: One
The fourth step of mastery in this technique allows the
summoned Rashoumon gate within range; Duration:1
user to avoid techniques from opponents whose ECL are
minute/level (D); Save: Reflex negates, fortitude negates
up to 20 as an instant action, but defending against a
(See text); Cost: 20.
technique from an ECL 16 to 20.
This summoning technique is used to call what is said The second step of mastery in this technique allows
to be the ultimate defense, the Rashoumon gate. Using the user to avoid techniques from opponents whose ECL
some of the user's blood, the summoning technique can are up to 25 as an instant action, but defending against a
be used, and a large gate (10 feet thick, 20 feet large and technique from an ECL 21 to 25.
30 feet tall) with demonic appearance will come from Expendable Components – Some of the user's blood to
the ground anywhere within range. Any creature that summon the Rashoumon.
stands under the Rashoumon when the gate appears
must succeed in a Reflex saving throw to avoid receiving
KUCHIYOSE: SANJUU RASHOUMON (SUMMONING TECHNIQUE: are up to 16 as an instant action, but defending against a
TRIPLE RASHOUMON) technique from an ECL 14 to 16.
Ninjutsu (Spacetime) [Summoning] The third step of mastery in this technique allows the
Rank: 12 (S); Learn DC: 42, 5 successes; Perform: 15 (DC user to avoid techniques from opponents whose ECL are
34); Time: 1 full attack action; Components: C, M, H, up to 19 as an instant action, but defending against a
Mas; Range: Medium; Effect: Three summoned technique from an ECL 17 to 19.
Rashoumon gates; Duration: 1 minute/level (D); Save: The fourth step of mastery in this technique allows the
Reflex negates, Fortitude negates (See text); Cost: 40. user to avoid techniques from opponents whose ECL are
up to 22 as an instant action, but defending against a
Sanjuu Rashoumon is an advanced Ninjutsu
technique from an ECL 20 to 22.
summoning technique. One Rashoumon gate alone was
The fifth step of mastery in this technique allows the
said to be his ultimate defense, with this variation it is
user to avoid techniques from opponents whose ECL are
possible to summon three of the gates in succession to
up to 25 as an instant action, but defending against a
help block a stronger technique. After using this
technique from an ECL 23 to 25.
technique, the user summons three Rashoumon gates
Expendable Components – Some of the user's blood to
(See the technique Kuchiyose - Rashoumon) anywhere
summon the Rashoumon.
within range. The user can choose where the first gate
appears, and the second gate appears 15 feet behind the
first, followed by the third gate 15 feet behind the KUGUTSU FUZUI (PUPPET PARALYSIS)
second. Any creature that stands on the area occupied by Ninjutsu (Requires Kugutsu no Jutsu (4), Puppeteer's
any Rashoumon when the gate appears must succeed in insight (f) and Advanced Puppetry II (a))
a Reflex saving throw to avoid receiving 5d6 points of Rank: 6 (C); Learn DC: 16, 3 successes; Perform: 9 (DC
damage and if the saving throw fails, a fortitude save to 19); Time: 1 attack action; Components: C, Mas;
avoid being pushed back 10 feet and fall prone. Huge or Range: 30 feet; Target: One puppet within range;
larger creatures are immune to the pushback effect. The Duration: Concentration (Maximum 1 round per level;
gate has 50 hit points, Defense 14 (-2 size, +6 natural), 10 Save: None; Cost: Special (See text).
points of hardness and Earth, Fire, Lightning, Cold,
When the Puppeteer further refines his skills with
Water, and Wind resistance of 10. Any ray, cone, burst,
Kugutsu no Jutsu, he becomes able to stop the
line of effect or spread effect that deals enough damage
movements of even another Puppeteer's puppet by
to destroy one of the Rashoumon, continues until its
means of this technique. By succeeding in a ranged touch
maximum range is reached or it hits the second gate. If
attack, the user can attach his chakra strings to a single
the second gate is destroyed, the effect continues until it
puppet within range. If the user targeted a single limb,
reaches the maximum range or the third gate. Each gate
the cost of this technique is equal to one third of the cost
reduces the damage dealt by any technique by 10, which
used to animate the targeted puppet. For as long as the
means that after destroying the first gate the damage is
user concentrates on this technique, he can keep the
reduced by 10, after destroying the second gate the
target puppet from moving the targeted limb, unless the
damage is reduced by 10 (20 total) and after destroying
puppet succeeds in a Strength check (DC 20) to move
the third gate the damage is reduced by 10 (total of 30).
normally that round. If the user targeted the entire
Any creature standing behind any of the Rashoumon
puppet, the chakra cost of this technique is equal to the
when the gate is destroyed may receive part of the effect
chakra paid for the controller of the targeted puppet to
if the attack range is sufficient. This technique can be
animate it. For as long as the user concentrates on this
used as an instant action like the lesser version of
technique, he can keep the target puppet from moving
Rashoumon, but this technique allows the user to evade
or performing any action that round, unless the
attacks from opponents of ECL up to 10.
controller of the targeted puppet succeeds in a resisted
Mastery – The user can't attain a level of mastery in
concentration check against the user of this technique.
this technique above his own ECL category (See below).
The controller of the targeted puppet won't realize
The first step of mastery in this technique allows the
that a chakra string has been attached to his puppet until
user to avoid techniques from opponents whose ECL are
he tries to move the puppet or the targeted limb, unless
up to 13 as an instant action (see above).
he can see chakra or see through chakra. This technique
The second step of mastery in this technique allows
benefits from the range and perform bonuses granted by
the user to avoid techniques from opponents whose ECL
the Advanced Puppetry I ability.
Concentrating on this technique counts as if the user At the end of this technique, the puppet used to defend
were controlling a small puppet (For a single limb) or a is on a random square within 5ft of the user (Usually
puppet of the same size as the targeted puppet (When directly in front of him).
targeting the puppet). Mastery – Every step of mastery increases the
Mastery – The first, second and third level of mastery maximum ECL to the nearest unit of 5. The cost to
on this technique adds +1 to the DC of the strength perform the technique increases by 2 every step (6 for
check. ECL 1-5, 8 for ECL 6-10, 10 for ECL 11-15, 12 for ECL
16-20 and 14 for ECL 21-25.)

KUGUTSU NO TATE (PUPPET SHIELD)


Ninjutsu (Requires Kugutsu no Jutsu (5), and Advanced KUMIHOSU NO JUTSU (SOUL DRAIN TECHNIQUE)
Puppetry I (a)) Ninjutsu [Kuiarasu Clan Hijutsu]
Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 6 (DC Rank: 2 (C); Learn DC: 17, 2 successes; Perform: 4 (DC
16); Time: 1 Instant Action; Components: C, F, 15); Time: 1 full-round action; Components: C, H,
Mas; Range: 30 feet; Target: One puppet within range; M; Range: Touch; Target: 1 corpse; Duration: 1
Duration: Instant; Save: None; Cost: 4 or more (see round/level (D); Save: None; Cost: 4.
text).
This low-level Ninjutsu is used by Kuiarasu clan
The main weakness of a puppeteer is the fact that even members to absorb the remaining energy from a dead
controlling powerful weapons, his body is fragile and body and to "feed" from its soul to calm their hunger.
defenceless when attacked directly. To counter this, Every round this technique is maintained the user gains
some shinobi learned how to use their puppets on a 1 Soul Unit. The amount of time before a corpse can no
defensive maneuverer. This technique can only be used longer be used is based on the time of death, once a body
if there is at least one puppet currently controlled by the dies the corpse can be used within 12 hours time before
user by means of techniques such as Kugutsu no Jutsu or it cannot provide Soul Units. For every hit dice the
Akahigi within range. The targeted puppet is moved creature possessed the time is increased by another hour.
between the defended creature (That also must be in The user is able to harvest a number of Soul Units equal
range) and the incoming attack. Once per round as an to the number of hit dice the creature had.
instant action, the user may perform this technique to Material Focus – A corpse of a sentient creature.
aid himself or an ally to defend against an incoming
attack; doing so provokes an attack of opportunity,
unless the technique is performed defensively. The
KUROI CHOCHO BUNSHIN NO JUTSU (BLACK BUTTERFLY
Perform DC in this case is equal to the attack roll or the
REPLICATION)
Ninjutsu (Shadow) [Kinjutsu]
Save DC plus 10 of the incoming attack. Failure by more
Rank: 4 (C); Learn DC: 19, 5 successes; Perform: 7 (DC
than 10 means that the technique is still performed and
20); Time: 1 full-round action; Components: C, H;
costs half its normal cost. The chakra cost of the
Range: 50 feet (see text); Duration: Up to 1 hour/level
technique can't be converted, cannot be used against
(D) (see text); Save: None; Cost: 3 + 3 per additional clone
opponents of ECL higher than 1 and can't be used if the
(maximum 1 per level).
target is flat-footed or otherwise denied his dexterity
bonus to Defence. The user manipulates the shadows into semi solid,
If the attack roll would be enough to hit the Defence weightless forms that most closely resemble butterflies.
of the puppet used on this technique (consider it flat- This technique is basically a variant of Kage Bunshin
footed), the puppet takes full damage from the attack, no Jutsu that creates solid constructs out of thin air,
otherwise is not damaged. Attacks that require saving using no substance or matter as carrier for the user's
throws (such as single target techniques or ray attacks) chakra. Using this technique, the user is able to divide
always cause full effect to the puppet, regardless of the his energy to create several small replicates of birds.
attack roll. This technique can be used against, but won't While the replications are not capable of sentient
defend from area of effect attacks, unless the puppet has thought, they share a bond of sort that allows the user to
the energy shield component, on which case the communicate orders to his constructs; the bond is only
technique can be used to defend against such attacks. one way, though, and the constructs cannot send orders,
The puppet still takes full damage. thoughts or images to the user. As such, the constructs
follow the user's instructions to the letter. A Kuroi
Chocho is its own creature and if caught in a genjutsu, this technique without adding to the cost (3) creates one
only the replica will be affected, and not the user and/or Kuroi Chocho.
the whole group of clone. Anything experienced by the Mastery – Every step of mastery allows the user to
construct will be remembered by the user when the create more substantial constructs.
technique expires, although it should be noted that no The first step of mastery allows the user to create
extra experience or game-wise bonus will be awarded simple two-dimensional shadows which resemble those
from this, only the knowledge acquired by the clone. of common birds, with only a sense of sight. These
Each Kuroi Chocho Bunshin has 1 hp, and will die constructs must remain in contact with natural or
immediately upon being struck. It shares the user's supernatural shadows (excluding other Kuroi Chocho) at
defense as well, with a -10 penalty, as well as all feats, all times or lose their form and dissipate.
talents and special abilities (though not templates and/or The second step of mastery allows the user to create
bloodlines) the user may have, but does not benefit from more complex, yet still two-dimensional replicas of
any temporary bonuses the user may currently have small, black birds, with the additional sense of hearing.
(such as Shodan Kousoku or Tadayou). These constructs may briefly (2 round/level) break
A Kuroi Chocho may not stray further than 1 mile/2 contact with a natural or supernatural shadow without
level from the user, and may be created in any location losing their form.
that can hold it within 50 feet. It can use any technique The third step of mastery allows the user to create
the user may have under Rank 2, with the same skills complex, three-dimensional replicas with the additional
modifier, but doing so requires the construct to borrow sense of smell. The constructs need not maintain contact
the user's chakra directly. In addition, all drawbacks with any natural or supernatural shadow to maintain
coming from a technique used by a replication not only their form, and can move freely through natural
affects the construct, but also the user. A replica counts lighting.
as the user if it uses a technique to create clones, and thus
they are controlled by the user and his own limit is used.
The Kuroi Chocho is unlike the user in that it carries
KUROI CHOCHO BAKUHATSU NO JUTSU (BLACK BUTTERFLY
no items or equipment. Lastly, while the construct can
BOMBS)
Ninjutsu (Shadow) (Requires Kuroi Chocho Bunshin no
use techniques, it cannot normally perform any
Jutsu (3)) [Kinjutsu]
activities requiring particular attention, such as sensing
Rank: 5 (B); Learn DC: 21, 6 successes; Perform: 9 (DC
chakra, setting off an exploding tag or carrying a serious
23); Time: 1 attack action; Components: S, E; Range:
conversation, or techniques that require hand seals, or
Long (30 ft. + 15 ft./2 levels); Effect: Destroys up to 1
half seals. Once the clone reaches 0 hit points, strays too
Kuroi Chocho/2 level in explosions; Area: 30-ft. radius
far from the user or the duration expires, it disappears in
burst; Duration: Instant; Save: Reflex half; Fort partial;
a puff of smoke. When Sensing Chakra, the clones count
CR: Yes; Cost: 3.
as though having half the user's Chakra Pool. Each Kuroi
Chocho has a fly speed of 50 feet (as per small vermin) The user charges each Kuroi Chocho under his control
and is subject to all the same sensory limitations as the with chakra, to the point that they violently explode
user. upon death.
Creating a Kuroi Chocho not only costs Chakra, but This technique empowers one or more Kuroi Chocho
also divides the user's physical energy, which is why this or Tajuu Kuroi Chocho such that in the event of their
technique is forbidden in the first place. For each death, they explode in a great burst of shadowy needles.
construct created by this technique, the user suffers 1d4 Each creature caught in the area of effect of a construct's
points of non-lethal damage. explosion suffers 1d4 piercing (Up to 3d4) which can be
While the user can freely replace any constructs lost halved with a successful Reflex save, as the Kuroi
by using this technique more than once, Chocho Bakuhatsu bursts into dozens of shadowy
he cannot control a number greater of constructs than needles. The user is able to "charge" up to 1 Kuroi
the specified maximum. He can also Chocho per 4 levels of the character.
choose to dissipate a single construct (or more) of his A creature engaged in a grapple with a Kuroi Chocho
choice rather than the whole group. He Bakuhatsu sacrificed suffers a -4 penalty to its save. If the
also cannot control any other sort of clone while using creature was pinned or otherwise unable to defend itself,
this technique (including simple Bunshins, Kage the penalty is -8.
Bunshins or Tajuu Kage Bunshins). A simple usage of
Mastery – Each step of mastery allows the user to technique when being attacked and does not require a
increase the potency and number of Kuroi Chocho nearby Kuroi Chocho Bunshin. Doing so deals 1d4
Bakuhatsu. points of non-lethal damage to the user and requires the
The first step of mastery increases the damage of each user pay the additional chakra cost as per Kuroi Chocho
Kuroi Chocho Bakuhatsu to 2d4 piercing, and allows the Bunshin no Jutsu.
user to spend additional Chakra to empower additional
Kuroi Chocho Bakuhatsu (up to 1/3 level).
The second step of mastery increases the damage of
KUSSETSU SEKI NO JUTSU (DISTORTION GATE TECHNIQUE)
Ninjutsu (Spacetime; Requires Retrieval Expert (f),
each Kuroi Chocho Bakuhatsu to 3d4 piercing.
Shunda (3), Chakra Control 13 ranks, Ninjutsu 13 ranks,
The third step of mastery allows the user to spend
and 5 other Spacetime techniques) [Teleportation]
additional Chakra to empower additional Kuroi Chocho
Rank: 10 (S); Learn DC: 25, 5 successes; Perform: 13 (DC
Bakuhatsu (up to 1/2 level), as well as allowing the user
30); Time: 1 attack action; Components: C, H; Range:
to detonate each empowered Kuroi Chocho Bakuhatsu
Medium; Effect: Creates 2 invisible gates; Duration: (See
as part of this technique.
text) (D); Saving Throws: None; CR: No; Cost: 8.
Empower – The user may spend an additional 1 chakra
to increase the damage of a single Kuroi Chocho This technique allows the user to form and place 2
Bakuhatsu by 1d4 wind, up to 3d4 additional wind gates anywhere within the range of this jutsu. Each gate
damage per replicate. covers a single 5 ft. by 5 ft. square, which only user can
know the location of. The gates may be placed in any
direction, they are capable of being placed and
KUROI CHOCHO BUNSHIN NO TATE (BLACK BUTTERFLY
suspended in mid-air as well as in the ground or under
REPLICATION SHIELD)
water, as long as it is within the jutsu’s range. No living
Ninjutsu (Shadow) (Requires Kuroi Chocho Bunshin no
matter may pass through either of these gates, but any
Jutsu (t)) [Kinjutsu]
elemental ninjutsu based attack such as a Godai Taigeki
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
jutsu or a thrown weapon of any sort may pass through
19); Time: 1 instant action (see text); Components: H;
the entrance of 1 gate and exit from the other. The gates
Range: 20 feet (see text); Duration: Instant; Save: None;
are static 1 way directional portals meaning when the
Reflex half; Fort partial; (See text) Cost: 3 (see text).
user places the gates the enter and exit for each gate is
The user commands a Kuroi Chocho Bunshin or Tajuu decided at that moment and cannot be changed.
Kuroi Chocho Bunshin to step in and intercept a melee If an attack should pass through from one gate to
or ranged attack. another and the target is not aware either from being the
Defensive Maneuver: This technique can only be used first target in that encounter by this effect, or by being
when the user or an ally is attacked or otherwise flat-footed or not facing the direction of the exit where
threatened, and must be declared before the opponent the attack is coming, the target is considered flat-footed.
makes his attack roll. To properly execute this If the user has Evasion they may benefit from that as
technique, the Kuroi Chocho Bunshin must be within 20 normal and if the target has Uncanny Dodge they are not
feet from the location where the attack will hit, if a flat-footed.
melee attack, or within 20 feet of the path a ranged If the source of the attack is from the target, the target
attack will come from. The perform DC for this is considered flat-footed regardless of abilities as they’re
technique is equal to the opponent's attack roll completely caught unaware by their own attack because
(minimum 19). Skill threshold does not apply to they are already performing an attack and unable to
defensive maneuvers. If the technique is successful, the dodge at the same time. This can only function once per
target of the attack will take no damage from the creature per encounter.
technique while the replicate itself takes full damage.
Each use of a defensive maneuver stacks with all other
techniques with a similar effect.
KUZURE NO JUTSU (CRUMBLING EARTH TECHNIQUE)
See Godai Taigeki: Yondan Jutsu technique.
Mastery – Every step of mastery after the first allows
the technique to be used an additional time per day, up
to 5/day.
With the fifth step of mastery in this technique, the
user is able to create a replicate as part of performing this
MOKUTON: BAKU MOKUKAGE NO JUTSU (WOOD RELEASE: the user needs to concentrate in a round on which he
SHADOW WOOD EXPLOSION TECHNIQUE) wants to direct the actions of the construct (Such as
Ninjutsu (Mokuton; Requires Jukai Koutan (t)) [Wood, making a full-attack action against an enemy or starting
Hashirama Senju Hijutsu] a grapple). However, the user can choose not to
Rank: 14 (Super S); Learn DC: 32; Perform: 17 (DC 39); concentrate, and direct the construct to “stand still”,
Time: 1 full attack action; Components: C, H, M; Range: performing the same action every round (such as holding
Long; Target: Area affected by Jukai Koutan; Area: a grappled opponent, holding a falling roof or
Special (See text); Duration: Instant; Save: Reflex halves performing other actions on which movements are not
(See text); Cost: 40. necessary).
Grow Trees: This version of the technique costs 6
This technique is one of the strongest and most feared
chakra per tree created. The user may create a number
mass destruction techniques ever created. This Mokuton
of trees equal to 1 every 4 levels. The size of each tree
technique concentrates a huge amount of chakra on a
depends on the user’s level (including masteries), trees
giant tree created by the Jukai Koutan technique, and
initially occupy a single 5 ft. square and 8 ft. tall. Every
ignites it on a massive explosion. The explosion covers
5 levels the user may choose to increase the size by 1
the entire area affected by the Jukai Koutan technique is
category, large trees at 10 x 10 ft. and 16 ft. tall, huge
equal to the distance of the tree’s roots, and deals 25d6
trees at 15 x 15 ft. 32 ft. tall, gargantuan trees at 20 x 20
points of fire damage to any creature caught on the area
ft. and 64 ft. tall, and colossal trees at 30 x 30 ft. and 128
of effect, which can be halved by a successful reflex
ft. tall. Each category beyond medium cost an additional
saving throw. A creature immobilized by the Jukai
1 chakra per tree.
Koutan is not allowed a Reflex save to halve the damage
Mastery – First, third and fifth steps of mastery allow
dealt by the explosion.
the user to create larger constructs of wood, as well as
Material Focus – One giant tree created by the Jukai
lower the cost of growing trees. The user needs to be of
Koutan technique.
the required ECL to attain that step of mastery.
The first level of mastery (Requires ECL 10) allows the
MOKUTON: KANTOKU NO JUTSU (WOOD RELEASE: CONTROL user to spend 8 points of chakra and create a construct of
TECHNIQUE) large size. The construct has the same characteristics as
Ninjutsu (Mokuton) [Wood] the basic version stated above, with the following
Rank: 4 (C); Learn DC: 17, 4 successes; Perform: 9 (DC changes: it occupies a 10ft square, has a strength score of
21) (See text); Time: 1 attack action; Components: C, M, 20, reaches 30 feet, has 16 hit points, defense 9, suffers a
H, Mas, X; Range: Medium; Effect: One tendril or mobile penalty of –1 on attack rolls due to its size and gains a
root of wood in range; Duration: Concentration, max of bonus of +8 on grapple checks. Growing trees now cost
1 round/level + 1 round/level; Save: None (See text); 1 less chakra.
Cost: (See text). The third level of mastery (Requires ECL 13) allows
the user to spend 12 points of chakra and create a
This technique represents the basic ability to construct of huge size. The construct has the same
manipulate wood to create roots and tendrils to perform characteristics as the basic version stated above, with the
as the user wishes or even grow trees. This technique can following changes: it occupies a 15ft square, has a
be activated to perform one of two functions, as shown strength score of 28, reaches 40 feet, has 24 hit points,
below. defense 8, suffers a penalty of –2 on attack rolls due to its
Roots and Tendrils: This version of the technique costs size and gains a bonus of +12 on grapple checks. Growing
4 chakra and creates a construct of wood that occupies a trees now cost 2 less chakra.
5 ft. square, has a strength score of 12, attacks as per the The fifth level of mastery (Requires ECL 16) allows the
user’s own base attack bonus, reaches 20 ft. and deals user to spend 16 points of chakra and create a construct
slam damage as a plant of its own size category. The of gargantuan size. The construct has the same
construct has 8 hit points, defense 10, a hardness of 5 and characteristics as the basic version stated above, with the
resistance 15 against Earth and Water damage, but following changes: it occupies a 20ft square, has a
suffers double damage from Fire sources. It also receives strength score of 36, reaches 40 feet, has 32 hit points,
a bonus of +4 on grapple checks. defense 6, suffers a penalty of –4 on attack rolls due to its
The construct cannot move, but can attack, grapple size and gains a bonus of +16 on grapple checks. Growing
enemies or perform any action permitted by its shape, trees now cost 3 less chakra.
size category, base attack bonus and strength score, but
Expendable Components – Either wood for the The user spends a move-equivalent action to turn his
roots/tendrils or seeds to grow trees. arm into a size category large wooden mallet with a 10-
foot reach that he is proficient with. This provokes an
attack of opportunity. The mallet deals 2d8 bludgeoning
MOKUTON: JUKAI KOUTAN (WOOD RELEASE: BIRTH OF DENSE damage that adds the user’s strength modifier to damage
WOODLAND) rolls. When the technique is dispelled or the duration
Ninjutsu (Mokuton; Requires Kantoku no Jutsu (5))
has completed, the wood mallet seemingly recedes back
[Wood, Hashirama Senju Hijutsu]
into the user’s body similarly to its creation.
Rank: 15 (Epic); Learn DC: 35, 7 successes; Perform: 24
(DC 40); Time: 1 full attack action; Components: C, H,
M; Range: Long; Area: 50 feet burst of giant tree and MOKUTON: KIRYUUDAN NO JUSTU (WOOD REALEASE: WOOD
roots spreading from the targeted point + 5 ft./2 levels DRAGON TECHNIQUE)
(see text); Duration: Permanent; Save: Reflex negates; Ninjutsu (Mokuton; Requires Kantoku no Jutsu (2))
Cost: 45. [Wood, Hashirama Senju Hijutsu]
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 10 (DC
This technique was one of the most feared gifts of the
22); Time: 1 attack action; Components: F, H, E; Range:
Shodaime Hokage from Hidden Leaf. It is a vastly more
Medium; Area: One 10-ft.-square; Duration: Instant;
advanced version of the Kantoku no Jutsu. Using all of
Saving Throws: Reflex half; CR: Yes; Cost: 12.
his powers to manipulate the Mokuton element,
Shodaime was able to create a colossal tree along with This wood element technique has the user create a
dozens of enormous roots spreading from nowhere. The small dragon made out of wood and quickly dispose of
tree and its roots are able to reach up to 50 ft. radius + 5 his enemies. Albeit having a small range, this is a very
ft./2 levels (the tree itself is 120 ft. + 10 ft. per level tall), effective technique to use against a group. Any creature
and every creature standing on the area of effect must caught in the area of effect suffer 10d6 points of damage
succeed in a reflex saving throw to avoid receiving 10d6 from the dragon's bite, damage which can be halved
points of damage from the roots brutally spreading out with a successful reflex save.
from nowhere and being immobilized. A creature Empower – The user can spend 1 additional point of
immobilized by this technique can attempt to escape by chakra to increase the damage by +1, up to 10d6+5.
succeeding in a Break check (DC 35) or three Escape Material Focus – A tree or other source of wood within
Artist check in a row (DC 35), at the rate of one per the technique's range.
round. Each failure on those checks deals 5d6 points of
damage to the victim, due to the strangling roots of the
giant tree trying to keep the creatures immobilized.
MOKUTON: KISUPAIKU NO JUTSU (WOOD RELEASE: WOOD
After two successful checks the creature becomes
SPIKE TECHNIQUE)
Ninjutsu (Mokuton; Requires Kantoku no Jutsu (3))
entangled instead of immobilized, suffering a -2 penalty
[Wood]
on attack rolls, -4 penalty to Dexterity, but still unable
Rank: 9 (A); Learn DC: 26, 4 successes; Perform: 11 (DC
to move from his current location. Those penalties
27); Time: 1 attack action; Components: H, M, E; Range:
replace the penalties for being fully immobilized, and
Short; Area: 15-foot radius (See text); Target: (see text);
the DC of both checks to escape is reduced by 10.
Duration: Instant; Saving Throws: Reflex half; CR: No;
Material Focus – Enough earth and water nearby for
Cost: 12.
the tree to spread from.
In order to use this technique, the user must be within
15 feet of a tree or have created trees around him
MOKUTON: KIDZUCHI NO JUTSU (WOOD RELEASE: WOODEN
through some means such as with Kantoku no Jutsu. The
MALLET TECHNIQUE)
user forms the necessary hand seals and places his hands
Ninjutsu (Mokuton; Requires Kantoku no Jutsu (t))
on the ground. From the chosen tree, will emerge a large
[Wood, Yamato Hijutsu]
wooden spike that is hurled at the target dealing 8d6
Rank: 3 (C); Learn DC: 18, 3 successes; Perform: 6 (DC
wood piercing damage. The target can make a reflex save
19); Time: 1 move-equivalent action; Components: H;
to half the damage.
Range: Personal; Duration: 1 round/2 levels; Saving
Empower – The user can spend an additional 1 chakra
Throws: None; Cost: 4.
to increase the damage of this technique by 1 die
(maximum 12d6).
Mastery – For every odd level of mastery in this exploding tags and sunburst tags. Poison and mastercraft
technique, the user can spend an additional 5 chakra to bonuses are not carried over to the clone's equipment.
form another spike from another tree within range that Once the clone reaches 0 hit points, strays too far from
deals 3d6 piercing damage. Each additional spike may the user or the duration expires, it turns back into wood
target the same creature or an additional creature. and dirt. The user can also choose to dissipate this
Material Focus – One or more trees. technique any time. Lastly, the user is free to replace any
lost clone by using this technique again, but while
controlling this clone, the user can't control any kind of
MOKUTON: MOKU BUNSHIN NO JUTSU (WOOD RELEASE: WOOD clone (including simple Bunshins, Kage Bunshins or
REPLICATION TECHNIQUE) even another Moku Bunshin).
Ninjutsu (Mokuton) [Wood]
A creature able to see chakra or see through chakra
Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10 (DC
will be able to notice that the clone is only mud and
23); Time: 1 full-round action; Components: C, E, H,
wood, and will be able to tell it apart from the original.
Mas, X; Range: Personal; Effect: Duplicate of the user;
Empower – The user can spend up to 12 points of
Duration: 1 minute/level; Save: None; Cost: 12.
chakra in order to increase the chakra pool of Moku
This advanced Jounin-level technique uses the natural Bunshin.
ability to manipulate the Mokuton element to create a Mastery – On the third step of mastery, the user is able
perfect duplicate of the user using nearby wood. While to ignore the material focus of this technique by taking
this technique creates only a single clone, it is noticeably 1d4 points of hit points damage, as the clone sprouts
stronger than a Kage Bunshin, Mizu Bunshin or even the from his own body. On the fifth step of mastery, the
Ishi Bunshin. The clone is sentient and can think and clone is able to use techniques up to rank 6.
speak as the user would. The user can mentally control Expendable Components – Enough wood to form the
the clone as long as it stands on his line of sight. If the Moku Bunshin.
clone is out of the user's line of sight, it can act and think
by himself, and will follow his last orders until told
MOKUTON: MOKU GAIKU NO JUTSU (WOOD RELEASE:
otherwise. The clone can't stray farther than 500 feet
WOODEN BLOCK TECHNIQUE)
from the user, lest it returns to the earth and the
Ninjutsu (Mokuton; Requires Kantoku no Jutsu (t))
technique ends. The user and his clone can communicate
[Wood, Yamato Hijutsu]
to each other using some kind of telepathic bond, as long
Rank: 4 (B); Learn DC: 19, 4 successes; Perform: 6 (DC
as they remain within range.
19); Time: 1 attack action; Components: H, M, E; Range:
The clone has 1 hit point per level of the user, and
Medium (10 ft. + 5 ft./2 levels); Target: One creature;
shares the user's saving throws and defense without
Duration: Instant; Saving Throws: Reflex half; CR: No;
penalty. It can make up to three attacks per round and
Cost: 5.
has a hardness of 2, as well as an earth and water
resistance of 15. The Moku Bunshin does not receive any By touching the ground, the user can manipulate
of the user's temporary bonuses (such as Shodan nearby sources of wood such as roots and essentially fire
Kousoku and Tadayou). them at a target creature within range. The technique
The clone can use any skills, feats, talents and special deals 3d6+1 points of damage. The target creature may
abilities of the user without penalty (excluding make a Reflex save to half the damage.
templates and bloodlines), as well as any Suiton, Doton Empower – The user can spend 1 point of chakra to
or Mokuton technique known by the user of Rank 5 and increase the damage by an additional +1, up to 3d6+5.
lower. The clone has its own chakra pool, 12. The user Expendable Components – A tree or underground
can freely spend more chakra to increase the clone's source of wood.
chakra pool when using this technique (maximum
chakra pool of 24). In addition, all drawbacks coming
from a technique used by the clone not only affects the
MOKUTON: MOKU HENGE NO JUTSU (WOOD RELEASE:
clone, but also the user. The Moku Bunshin counts as the
WOODEN TRANSFORMATION TECHNIQUE)
Ninjutsu (Mokuton) [Wood]
user if it uses a technique to create clones, and thus they
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 7 (DC
are controlled by the user and his own limit is used.
17); Time: 1 attack action; Components: S, Mas,
The clone is genuine and carries the same equipment
X; Range: Personal (see text); Target: You (see text);
as the user except chakra-dependent items such as
Duration: 10 minute/level (D; see text); Save: None; (DC 15) each round. The user can concentrate on the
Cost: 4. technique for a number of rounds equal to 1 every 2
character levels. Each round after the first costs and
Moku Henge no Jutsu is a unique Ninjutsu technique.
additional one point of chakra. If the user takes damage
Using the ability to utilize Mokuton techniques, the user
while using this technique, he must make a
will form hand seals and cause beams of wood to emerge
Concentration check (DC 15 + damage dealt) to maintain
from the ground. The beams will converge around the
the hold. If the attack would also knock the user back or
user’s body to form the shape or individual he wishes to
prone, he instantly loses control of the technique.
transform into. Unlike regular Henge no Jutsu, which
Mastery – At every odd level of mastery, the user can
just transforms one’s appearance, Moku Henge creates a
entangle an additional target within range at the cost of
physical material to hide one’s appearance. This
5 chakra per target. The chakra cost for each round after
technique works exactly like Henge no Jutsu (only
the first also increases by 1 per round per target.
mastery on Moku Henge counts to determine the extra
Expendable Component – A nearby tree with a trunk
duration), with the following changes:
of equal size to the target being ensnared.
The bonus to disguise provided by the technique is
doubled if the creature the user is transforming into is at
least partially made out of wood. The user can’t alter his MOKUTON: MOKUJOU HEKI NO JUTSU (WOOD RELEASE: WOOD
size category using his technique, and if the transforms LOCKING WALL TECHNIQUE)
into an object, he can only assume the shape of wooden Ninjutsu (Mokuton; Requires Kantoku no Jutsu (t))
objects. This technique can’t be used to transform clones, [Wood]
unless they are Moku Bunshins. When using Moku Rank: 5 (C); Learn DC: 19, 4 successes; Perform: 7 (DC
Henge, the user receives a bonus of +3 to his natural 21) (See text); Time: 1 attack action or 1 instant action
armor. (See text); Components: C, H, Mas, X; Range: Personal;
The user doesn’t need to make concentration checks Effect: 10 feet radius demisphere centered at the user;
to keep the transformation every time he is hit, but Duration: 1 round per level; Save: None (harmless); Cost:
instead gains 10 temporary hit points that last until the 10.
technique ends. The transformation will end if those
Using the ability to control Mokuton techniques, the
temporary hit points are lost, as the wooden layer used
user will form hand seals and cause beams of wood to
to hide his appearance is broken.
emerge from the ground. The beams can converge to
form a half spherical barrier to deflect an incoming blast.
MOKUTON: MOKUDOZA (WOOD RELEASE: WOOD The sphere has 1.5 hit points per level of the user, 10
ENTANGLEMENT) points of hardness and an Earth and Water resistance of
Ninjutsu (Mokuton; Requires Kantoku no Jutsu (2)) 15. Any ray, cone, burst, line of effect or spread effect
[Wood] that deals enough damage to destroy the Mokujou Heki
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 10 (DC no Jutsu, continues until its maximum range is reached,
24); Time: 1 full-round action; Components: C, H, Mas, which means that creatures standing behind the barrier
X; Range: Medium; Target: One or more creatures. when the barrier is destroyed may receive full impact
Duration: Concentration, plus 2 rounds; Saving Throws: from that attack. This technique can also be used once
None (see text); CR: No; Cost: 10. per round as an instant action, against opponents of ECL
up to 1, when any ranged attack, ray, cone, burst, line of
The user of this technique is able to manipulate
effect or spread effect is aimed at the user or on the area
branches from nearby trees to ensnare a target creature.
he stands. The Perform DC on that case is equal to the
The user must physically touch the tree to activate this
Perform check of the used technique or equal to the
technique. In doing so, the branches will grapple and
attack roll result, in case of ranged attacks. When using
immobilize the targeted creature for as long as the user
the technique as an instant action, the cost can't be
concentrates.
converted to hit points.
The creature is considered immobilized, and thus
Mastery – Every step of mastery on this technique
helpless for the duration of this technique. However, he
increases the maximum ECL to the nearest unit of 5. The
can attempt to break the hold by performing a successful
cost to perform the technique also increases by 2 every
Strength check (DC 25). The target will be dazed for one
step (12 on ECL 6-10. 14 on ECL 11-15, etc.). Every step
round after breaking free of the entanglement.
Maintaining the hold requires a Concentration check
of mastery on this technique also increases the hit points following round. A successful save means the target is
of the barrier by 0.5 per level. nauseated instead and doesn't take the additional point
Expendable Component – Nearby wood to form the of chakra drain. After he is caught, the target can
barrier. attempt to make an escape artist check (DC 30) in order
to escape from the Mushi Dama.
Material Focus – Minimum 3 kikaichuu.
MOKUTON: SHICHURO NO JUTSU (WOOD RELEASE: FOUR
PILLAR PRISON TECHNIQUE)
Ninjutsu (Mokuton; Requires Kantoku no Jutsu (3)) NAMI-KAKUSHI NO JUTSU (WAVE SPLITTER TECHNIQUE)
[Wood] Ninjutsu (Suiton; Requires Chakra Control 10 ranks,
Rank: 8 (A); Learn DC: 29, 5 successes; Perform: 12 (DC Ninpou: Chakra Nagashi (5)) [Water]
25); Time: 1 full attack action; Components: C, E, H, Rank: 10 (S); Learn DC: DC 25, 4 successes; Perform: 13
Mas; Range: Close; Effect: 1 cubic-shaped prison; (DC 27); Time: 1 full-round action; Components: C, S, E,
Duration: 1 hour per level (D); Save: Reflex negates; F, Mas; Range: Melee; Effect/Target: One creature, or
Cost: 17. one wave technique; Duration: 1/round level or until
discharged; Save: None; CR: None; Cost: 8
Shichuurou no Jutsu is a unique Ninjutsu technique
using the Mokuton element. After forming the necessary
hand seals, beams of wood will emerge from the ground. Using this technique, the user covers the weapon with
These beams will converge and combine to form a very the containment seal with water that rotates violently at
resistant prison. The cubic prison is 25 feet large and 25 high speeds. Once created, the nami-kakushi has two
feet high. The DC to Break a "bar" of this prison is and uses – for attack, and for defending against a single
escape is 30. It has a hardness of 10; an earth and water Daibakufu, a Suishouha, Deishouha, or Bakusuishouha
resistance of 10, a wood resistance of 30, and every technique.
section of 5 ft. has 50 hit points. A creature may also Attacking: The nami-kakushi, when discharged, deals
attempt to escape with an Escape Artist check (DC 30). weapon damage plus 2d8 extra damage, half water, half
A creature may avoid being trapped inside the prison by force not multiplied on a critical hit. The weapon must
succeeding in a reflex saving throw. If the save is hit with a successful melee attack in order to discharge
successful, the target stands adjacent to the prison after in this manner.
it is formed. The prison lasts for 1 hour per level, and can Defending: Once activated the nami-kakushi can
be dismissed if the user so wishes. disrupt any wave technique that is heading towards the
Mastery – Each level of mastery on this technique user. The user makes a single attack roll at his highest
increases the DC to break and escape artist checks by attack bonus, versus the Saving Throw DC of the
one, and the hit points of the prison by 5. technique, which on a hit forces an opposed level check
Expendable Component – Nearby wood to form the (1d20 + character level, mastery counts) if the wave was
barrier. casted by a creature. On a success, the wave jutsu
finishes prematurely at the end of the next round. On a
confirmed critical, the wave jutsu immediately ends,
MUSHI DAMA NO JUTSU (BUG BALL TECHNIQUE) with no further effect. If the wave jutsu allows the caster
Ninjutsu (Requires; Symbiote (a)) [Aburame Hijutsu]
to ride atop (i.e. Bakusuishouha no jutsu) the creature
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC
may suffer fall damage. On a fail, the user suffers the full
23); Time: 1 full-round action; Components: C, F; Range:
effects of the technique, and must make a Strength check
Close; Effect: Creates and attacks with 1 Mushi Dama;
(DC 15) to not immediately drop the weapon used.
Duration: 1 round/2 levels; Save: Fortitude partial; Cost:
This technique may be coupled with a Charge action
8+3 per additional kikaichuu.
to hit the wave. It can also be used against non-casted
The user surrounds his target with kikaichuu and waves, and requires the user to beat a DC of 15. No level-
swiftly sucks their chakra dry. check is required to disrupt the wave.
The target of this jutsu is immediately caught by the The user suffers a -4 penalty to level checks to
bugs, which are practically impossible to dodge, and overcome Doton¬-based wave jutsu, and a +4 bonus to
takes each swarms normal chakra drain each round, plus level check to overcome Katon-based wave jutsu.
1, per swarm. The Target must also make a Fortitude save Empower – The user can spend 3 point of chakra to
each round lest he be rendered stunned until the increase the water and force damage by 1d8, to a
maximum of 4d8 water damage and 4d8 force damage the jutsu, this water body can be used as "Material Focus:
for 9 points of chakra. Mirror".
The user can spend 2 points of chakra to gain a +1 Material Focus – A body of clean water.
bonus to the opposed level check against wave-jutsu, to
a maximum of +3 for 6 chakra.
Mastery – The second and fourth step of mastery
NINPOU: IN'NA KOOKEI NO JUTSU (NINJA ART: INNER SIGHT
reduce the penalty to level checks against Doton-based
TECHNIQUE)
Ninjutsu (Mirror Arts; Requires Mirror Arts (f))
wave jutsu by 1.
Rank: 3 (C); Learn DC: 16, 4 successes; Perform: 4 (DC
The fifth step of mastery allows the user to spend a
16); Time: 1 full-round action; Components: H, F, Mas,
further 3 points of chakra to increase the water and force
E; Range: Personal; Target: You; Duration: 3 rounds (D);
damage by 1d8, to a new maximum of 5d8 water damage
Save: None; Cost: 3.
and 5d8 force damage for 12 points of chakra.
The user looks at the mirror and try to recall any
information, talking with himself against the
NARCISSUS BACHI NO JUTSU (NARCISSUS CURSE TECHNIQUE)
mirror. The user can make any Knowledge check (even
Ninjutsu (Mirror Arts; Requires Mirror Arts (f)) [Mirror
untrained), and receives +1 insight bonus for the
Arts]
duration of technique.
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 (DC
Empower – The user may spend 1 point of chakra to
21); Time: 1 attack action; Components: S, F, Mas;
increase the bonus by +2, up to +2 per level or +10.
Range: 30 feet; Target: One creature; Duration: 1
Mastery – Every step of mastery in this technique lets
round/level; Save: Will negates; CR: Yes; Cost: 4.
the user re-roll a Knowledge Check per day with Insight
The user forces the target looks to the mirror, catching Bonus, up to 5/day.
his attention with a flow of chakra through the Material Focus – One Mirror.
reflection. On a failed saving throw, the target is
Fascinated and only looks to the mirror. The fascinated
subject drops anything it is holding and can take no
RAIDEN (LIGHTNING TRANSMISSION)
Ninjutsu (Raiton; Requires Raikiri (5), Kage Bunshin no
action unless threatened (see Fascinated condition).
Jutsu) [Electric]
While fascinated, the user gains a +2 bonus to Charisma
Rank: 12 (S); Learn DC: 28, 6 successes; Perform: 15 (DC
checks made against the subject. Rage and frenzy effects
32); Time: 1 full-round action; Components: C, H, E;
have a 5% chance per round of ending abruptly. The
Range: Personal; Effect: Creates link between user and
fascinated subject can make a Will save every round to
clone; Duration: 1 round/ 4 levels; Save: Reflex half (See
break the effect. This technique can only work once per
Text); CR: Yes; Cost: 12.
day on a target.
The user does not need to hold the mirror while The user must have at least one active Kage Bunshin
Narcissus Bachi no Jutsu is active. within 10 feet in order to use this technique. The user
Mastery – The second and fourth step of this and clone form a Raikiri and connect the two techniques
technique allow the user to use this technique an together. This creates a chain of lightning between the
additional time per day against the same target. user and the clone that is able to slice through objects
Material Focus – One Mirror. with ease. Once the chain is formed, the user and clone
may not stray more than 10 feet away from each other
or else the technique will dissipate. For the duration of
NINPOU: GISUIKYOO NO JUTSU (NINJA ART: CEREMONIAL
this technique, the user and clone act simultaneously
WATER MIRROR TECHNIQUE)
during the user’s turn. The clone loses its individual turn
Ninjutsu (Suiton) [Water]
for the purposes of this technique.
Rank: 2 (C); Learn DC: 15, 3 successes; Perform: 3 (DC
While active, the user may make charge attacks in
13); Time: 1 full-round action; Components: F, H; Range:
which the user and clone move past, or on either side of,
Touch; Area: One 5-ft square; Duration: Concentration
a target creature. This results in the lightning chain
(up to 1 round/level) plus 1 round/2 levels; Save: None;
passing through the target thus dealing 2d8+2 slashing
Cost: 3.
damage, 2d6+2 electricity damage and 2d4+2 sonic
The character touches the surface of the clean water, damage that can halved with a successful Reflex save. If
and let the chakra flows toward it. For the duration of the user and clone remain on either side of the target,
the target may make a Tumble check (DC 25) to safely Rank: 8 (A); Learn DC: 24, 4 successes; Perform: 11 (DC
move up to one-half its movement speed away from the 25); Time: 1 attack action or 1 swift action; Components:
technique. If the target fails this check, it still moves H; Range: Personal; Effect: One Raikiri no Kendo;
normally, but suffers half the original damage dealt by Duration: 1 round/level (D); Save: Fortitude partial (see
the technique. If the target remains in the affected text); CR: Yes; Cost: 8.
square and does not move, it suffers half the original
Upon completion of this technique, the user condenses
damage each round until either the user moves, the
his Raikiri into a long blade of lightning. Thus formed,
technique expires, or the target makes the
the Raikiri no Kendo has the same characteristics as a
aforementioned Tumble check.
katana, in which the user is automatically proficient,
If the user is dealt damage while this technique is
that deals an additional 1d6 points of electricity damage
active, he must make a Concentration check (DC 10 +
and 1d4 points of sonic damage on a successful attack.
damage taken) to maintain the technique. If the clone is
Raikiri no Kendo attacks are chakra-enhanced.
dealt damage while this technique is active and isn’t
If the user scores a critical hit with the Raikiri no
destroyed as a result, it must succeed the same check at
Kendo, the user doubles the slashing damage only, and
a -4 penalty. As a swift action that does not provoke an
the target must succeed a Fortitude save (as per the
attack of opportunity, the user may split from the clone
technique) or become stunned for 1 round afterwards.
while retaining his initial Raikiri. Doing this causes the
Once sundered, or if it leaves the user’s hand or the
user’s Kage Bunshin to disappear. The user’s Raikiri will
duration expires, the Raikiri no Kendo fades into
only remain active for its duration minus the number of
nothingness.
rounds this technique was active. (See Raikiri for
If the user has an active Raikiri in his hand, he may use
details).
this technique as a swift action that does not provoke an
Empower – The user may spend an additional 2 chakra
attack of opportunity. His Raikiri transforms into the
to increase the electricity and sonic damage by 1d6 and
Raikiri no Kendo if the technique is performed this way.
1d4, up to 1 die each per 4 levels (Maximum 7d6+2 and
7d4+2). The slashing damage is not subject to
empowerment. RAIKURAI HARI DANPEN (LIGHTNING HAIR FRAGMENT)
Ninjutsu (Raiton; Requires Hari Senbon (t) and Raidate
no Jutsu (t)) [Electric]
RAIKIRI NO DANGAN (LIGHTNING EDGE BULLET)
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 8 (DC
Ninjutsu (Raiton; Requires Raikiri (3)) [Electric]
21); Time: 1 Attack Action, 1 move action; Components:
Rank: 9 (S); Learn DC: 26, 6 successes; Perform: 14 (DC
C, H, Mas; Range: 25 ft. + 5 ft./3 levels; Duration: Instant;
30); Time: 1 full-attack action; Components: H, E;
Saves: Fortitude half; Cost: 6.
Range: Medium; Target: One Creature; Duration:
Instant; Save: Fortitude partial (See Text); CR: Yes; Cost: The user imbues his strengthened hair with lightning
10. from his lightning shield to increase the speed and
damage of each senbon.
This advanced form of the Raikiri technique allows the
The technique works the same as Hari Senbon except
user to charge and shoot his Raikiri at the target in a
that the user strengthens it by using his lightning shield.
zigzag formation that strikes with the same vital
Lightning shield must be active for this technique to
precision of its parent technique, but with more power.
work. It does the same damage of Hari Senbon but with
The user makes a ranged touch attack that deals 6d6+1
bonus 2d6 points of electrical damage. Due to the speed
electricity damage and 4d4+1 sonic damage. If the user
you cannot dodge the attack however they may still
rolls a natural 20 on the touch attack, the target must
make a fortitude save against the lightning damage. You
succeed a Fortitude save or become stunned for 1 round
may increase the chakra cost by 3 to use this attack as a
afterwards.
swift action, this can only be done if Hari Jizou or
Empower – The user may spend an additional 1 point
Insutanto Ke Hari Koukennin is still active.
of chakra to increase both the electricity and sonic
damage by 1, up to 6d6+5 and 4d4+5.

RAIKIRI NO KENDO (LIGHTNING EDGE SWORD)


Ninjutsu (Raiton; Requires Raikiri (3)) [Electric]
RANTON: RASEN ARASHI (STORM RELEASE: SPIRALING Range: Medium; Target: One creature (See Text);
TEMPEST) Duration: Instant; Save: None; CR: Yes; Cost: 10.
Ninjutsu (Raiton, Suiton; Requires Chakra Control 18
The user must have an active Rasen Arashi in his hand
ranks, Electric, Water Affinity) [Electric, Water,
to perform this technique. By forming the necessary half
Combination]
seals and expending additional chakra, the user’s Rasen
Rank: 14 (Super S); Learn DC: 33, 8 successes; Perform:
Arashi transforms into a swirling dragon that erupts
20 (DC 35); Time: 1 full-round action; Components: C,
from the user’s hand and swiftly flies at its intended
H, E, Mas; Range: 0 feet; Effect: Creates 1 rasen arashi;
target. The user may make a ranged touch attack with
Duration: Instant; Save: Fortitude partial; CR: Yes; Cost:
the Rasen Arashi within this technique’s range. It deals
20.
normal damage on a successful hit and will push the
Similar to the Rasengan technique, the user is required target backwards a number of feet equal to half the
to form a ball of whirling chakra in his hand and thrust damage, rounded to the nearest 5-foot unit. As per
it towards the enemy. However, unlike the Rasengan, Ranton: Rasen Arashi, the target must succeed a
this whirling mass of chakra will appear watery with a Fortitude save or else fall prone and become stunned for
pulsing electric nucleus. The user makes a melee touch one round.
attack with the Rasen Arashi that, if it connects, deals Mastery – At fifth step of mastery, the user may
8d8 force damage, 4d6 water damage, 4d4 electricity quicken this technique to be used in conjunction with
damage and it will push the target backwards a number Ranton: Rasen Arashi. This ability acts as the character’s
of feet equal to half the damage, rounded to the nearest quickened action for the round and can only be
5-foot unit. The target must succeed a Fortitude save or performed in this way once per encounter.
else fall prone and become stunned for one round.
Using this technique will only form the Rasen Arashi.
Attacking with it is an attack action, but can also be part
REIKA NO JUTSU (SPIRIT TRANSFORMATION TECHNIQUE)
Ninjutsu (Requires Chakra Control 16 ranks)
of a full-attack action. The technique will be discharged
Rank: 13 (S); Learn DC: 29, 6 successes; Perform: 17 (DC
when used, regardless whether it hit or not. The user can
33); Time: 1 full-round action; Components: C, H, Mas;
hold onto it for 1 round per level before it dissipates, if
Range: Long; Target: See Text; Duration: 1 round/level
not used beforehand.
(D); Save: Will negates (See Text); CR: No; Cost: 20 (See
Empower – The user may also spend 3 points of chakra
Text).
to increase the damage by 1d8, 1d6 and 1d4. (Maximum
1 die each per level or 16d8, 12d6 and 12d4.) This technique allows the user’s spirit to materialize
Mastery – At fifth step of mastery, the user is able to and leave the body, which is then able to take possession
maintain the Rasen Arashi for a short period of time to of a target, enabling the user to freely manipulate the
use as a weapon. For 1 round per 4 levels, the user may target’s body at will. The user spends a full-round action
make a Concentration check (DC 25) after attacking to manifest a spirit outside his body that shares his
with the Rasen Arashi to maintain its form. The damage likeness. Once materialized the spirit appears
dealt by the technique is halved although targets hit by translucent with a colored aura surrounding its person.
the technique are still push backwards and must succeed For the duration of the technique the user’s physical
the Fortitude save as mentioned above. Each subsequent body remains in the square he occupied before
round after the first attack costs an additional 2 chakra. performing this technique. The user’s physical body
The technique may not be empowered when used in this becomes an empty shell (treat as unconscious) for the
fashion. duration of this technique or until the user dismisses the
technique. If the user’s physical body is harmed to the
point that his hit points drop below -10, then the
RANTON: RASEN ARASHI RYUUDAN (SPIRALING TEMPEST
character is considered dead. His spirit form will
DRAGON)
continue to act for the duration of the technique, as it is
Ninjutsu (Raiton, Suiton; Requires Ranton: Rasen Arashi
the spiritual manifestation of the user’s soul. However,
(3); Chakra Control 18 ranks) [Electric, Water,
upon completion of this technique, the character
Combination]
remains dead unless revived by some external means.
Rank: 12 (S); Learn DC: 30, 6 successes; Perform: 18 (DC
Performing this technique manifests the user’s
32); Time: 1 attack action; Components: C, S, Mas;
spiritual form only. His spirit form can begin performing
actions on the user’s next turn. It can attack normally,
but not perform techniques. It can also move normally, RESU YOUGAN KYUUTAI NO JUTSU (LESSER LAVA SPHERE
or fly (with perfect maneuverability) up to the user’s TECHNIQUE)
base land speed though it may not stray further than the Ninjutsu (Yoton) [Lava]
range of the technique. The spirit is considered Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 3 (DC
incorporeal (see Incorporeal for more details). 15); Time: 1 move action; Components: H, F; Range:
The most powerful aspect of this technique is the Close; Target: (see text); Duration: 1 round/level; Saving
ability to possess a target creature while in the spirit Throws: None; CR: Yes; Cost: 2 + 1 per additional sphere
form. The user targets a single creature within range to (max 1 per 2 level).
possess. The spirit spends an attack action to merge with
The user spits out a series of dripping, super-heated
the target’s body and takes control of that creature’s
balls of lava, which merge with pieces of earth from the
actions for the duration of the technique or until the user
terrain around them. These balls lift from the ground
cancels possession, unless the target can succeed a Will
and surround the user, waiting to be directed.
save. If the target succeeds the save then the spirit is
Using their chakra, the user creates one or more
rejected and forced from the body, but the creature
spheres of lava. These spheres can then be thrown as a
becomes dazed for 1 round. Each subsequent attempt to
ranged touch attack, dealing 1d6 points of hybrid
possess the same target grants the target a +1 bonus to
earth/fire damage. The spheres follow and surround the
the save. However, if the target fails the save, then the
user, but do not hinder any attacks.
possession is successful and the user gains the following:
Material Focus – 1 lb. of earth, sand, rock, or mud per
Strength, Dexterity, and Constitution score of the
projectile.
assumed body.
Natural armor, natural attacks, movement, and other
simple physical characteristics of the assumed body. RINRIN NO JUTSU (BITING COLD TECHNIQUE)
Extraordinary special attacks and qualities of the See Godai Taigeki: Yondan Jutsu technique.
assumed body, but not supernatural or spell-like abilities
unless they were already active. Strength and speed
ranks of the body are automatically suppressed and SAIGAITON: OKUHONO NO TATSUMAKI (DISASTER RELEASE:
inaccessible. MANY FLAMING TORNADOES)
Chakra signature of the assumed body. Ninjutsu (Fuuton, Katon) [Fire, Wind, Combination]
Current Chakra Pool of the assumed body. Rank: 12 (A); Learn DC: 28, 4 successes; Perform: 15 (DC
Elemental Affinity of the assumed body. 32); Time: 1 full-round action; Components: C, H, E (See
Current conditions (ill and good) of the assumed body. Text); Range: Close; Effect: Creates 1d4+1 tornados;
Equipment worn by the subject. Target: One or more 5 ft. squares; Duration: 1d4+2
Despite being controlled by the user; the target retains rounds; Save: Reflex negates (See Text); CR: Yes; Cost: 4
its initiative if in combat. Cancellation of the possession per tornado.
can occur in three ways. First the user may willingly This highly advanced form of chakra manipulation
cancel the possession as a swift action that must occur on requires the combined force of fire and wind to create
the subject’s turn. Alternatively, if the target dies while devastating fire tornadoes that wreak havoc on those
under the effects of possession, then the possession is who become affected by them. In order to perform this
automatically cancelled. And finally, each round after technique, the user rolls 1d4+1 to determine how many
the possession takes effect, the subject may make an tornadoes this technique will create. He then chooses a
additional Will save to reject the user’s spirit and take number of 5-foot squares equal to that number within
back control of its body. Once the possession has been the technique’s range for the tornadoes to reign down
cancelled, the subject falls prone and the user’s spirit will on. If a creature is caught in an affected square, it must
rematerialize in an adjacent square to the subject’s body. succeed a Reflex save or else suffer 6d6 fire damage and
The user of this technique may attempt to possess 6d6 wind and become trapped in the vortex for the
multiple creatures within the duration of this technique, duration of the technique. If a creature becomes trapped,
but each subsequent attempt after the first costs an it takes an additional 2d6 fire damage and 1d6 slashing
additional 5 chakra. damage each round after the first. After the vortex ends,
Mastery – Each level of mastery in this technique the target must succeed an additional Reflex save (DC
increases the technique’s base range by 10 feet. 20) to avoid catching on fire, which if the creature fails,
deals 2d6 fire damage per round for a number of rounds point of chakra to increase the elemental damage by 1,
equal to half the duration of this technique. maximum 1 die per level or 12d6. This does not apply to
Empower – The user may spend 4 points of chakra to the vortex or subsequent explosion. The perform
create an additional fire tornado, up to 5 additional requirements increase by 1 for every 2 additional
tornadoes. damage die.
Mastery – At fifth step of mastery, the user may choose
to dissipate the technique in the event he misses his
SAIGAITON: DAIRASEN NO BAKUHATSU KYU (DISASTER target and the technique would discharge by making a
RELEASE: VIOLENT SPIRALING EXPLOSION SPHERE) Chakra Control check (DC 20 + each point of chakra
Ninjutsu (Fuuton, Katon) (Requires Rasengan (5)) [Fire,
spent empowering the technique) as a free action.
Wind and Force, Combination]
Rank: 14 (Super S); Learn DC: 32, 6 successes; Perform:
19 (DC 39); Time: 1 full-round action; Components: C, SANKATTO: MIE KEN SHUDO SO (THREE CUTS: TRIPLE
H, E, Mas (See Text); Range: 0 feet (See Text); Effect: BLADE DERVISH)
Creates 1 Rasen no Bakuhatsu; Duration: Instant; Save: Ninjutsu (Requires Hikiro Renken (t), BaB +11 and
None (See Text); CR: Yes; Cost: 20. Sankatto: Shodan Dachi (3))
Rank: 9 (B); Learn DC: 23, 4 successes; Perform: 11 (DC
The Dairasen no Bakuhatsu Kyu utilizes advanced
24); Time: 1 full-attack action; Components: M, F;
chakra manipulation in conjunction with the Rasengan
Range: Close (10ft+ 5ft/2levels); Target: one creature;
to create an explosive, multi-elemental version of the
Duration: Instant; Save: Fortitude negate; Cost: 8.
normal Rasengan technique. This technique requires the
user to form a whirling ball of chakra imbued with fire This technique can only be performed in the Sankatto:
and wind in his hand, and thrust it towards an enemy. Shodan Dachi stance. As a full-attack action, the user
The user makes a melee touch attack with the technique throws his three held weapons, first in his primary hand,
that, if it connects, deals 7d8 force damage plus 5d6 then his off-hand, and finally the one held in his teeth,
damage, half of which is fire and the other half wind. hitting on his full to-hit bonus. Each attack deals normal
The target will be pushed backwards a number of feet weapon damage if it hits, plus the users’ Strength bonus.
equal to half the force damage, rounded to the nearest 5- If both the first and second attack hit and deal damage,
foot unit. Then the target must succeed a Reflex save (as the third attack if successful provokes a Fortitude save
per the technique) or else be caught in a 20-foot radius that, on a fail, will deal an additional 3d8 damage of the
vortex of wind and fire that deals an additional 2d6 appropriate type (usually slashing) and cause the target
slashing damage and ends in an explosion within the to become Fatigued, or Exhausted if he already suffers
same proximity that deals 2d6 fire damage. Any creature from the Fatigued condition.
in the affected area must also make a Reflex save to avoid The weapons return to the user at the end of full-
being caught in the vortex and explosion. attack action, and if he has the Quick Draw feat, can be
Using this technique will form the Dairasen no considered ready. Abilities or actions that may prevent
Bakuhatsu Kyu only. Attacking with it is an attack this, such as the Deflect talent, do so as normal.
action, but can also be part of a full-attack action. The Material Focus – The user’s held weapons.
technique will be discharged when used, regardless
whether it hit or not. In the event the user misses, the
Dairasen no Bakuhatsu Kyu will not form a vortex, but
SARAKEDASU KOUHAI (LAY WASTE)
Ninjutsu [Force]
will explode in a 20-foot radius burst from the point of
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 3 (DC
origin that deals 6d6 fire damage to all creatures in the
15); Time: Swift action; Components: S, Mas; Range:
affected area, which can be halved with a successful
Close (10 ft. + 5 ft./2 levels); Target: 5-foot space;
Reflex save. The user is unable to make a Reflex save in
Duration: Instant (See Text); Save: Reflex half; Cost: 1
this case, and must instead succeed a Fortitude save to
half the damage and avoid falling prone. The user can
With this technique the user creates a mass of energy in
hold onto the Dairasen no Bakuhatsu Kyu for 1 round
a space within range. This space can be occupied by a
per 3 levels before it dissipates, if not used beforehand.
creature. At the end of the combat round in which it was
Empower – The user may spend 1 point of chakra to
created, this mass of energy detonates, dealing 1d4 Force
increase the force damage dealt by 1, maximum 1d8 per
damage to all creatures in a 10 ft. radius. If only a single
level or 18d8. The user may also spend an additional 1
creature is in the effect radius of Sarakedasu Kouhai, the
damage is doubled. (A swarm is not considered a single The subject gains 1d4 temporary negative levels (see
creature for the purposes of this jutsu). Special Abilities) (Will Negates). Negative levels stack.
Assuming the subject survives, it regains lost levels after
This technique cannot be used more than once in a
a number of hours equal to user's shinobi level
round.
(maximum 15 hours). Usually, negative levels have a
Mastery – The first, third, and fifth steps of mastery
chance of becoming permanent, but the negative levels
increase the damage die size by one step.
from Seirei Kasumetoru no Jutsu don't last long enough
to do so.
SEIDENKI NO JUTSU (STATIC ELECTRICITY TECHNIQUE) Material Focus – One Mirror.
See Godai Taigeki: Yondan Jutsu technique.

SEISHUKU AME RYUU: HARIKAKOU NO JUTSU (SILENT RAIN


SEIHATAKI WARERU NO JUTSU (SOUL SHATTER TECHNIQUE) STYLE: NEEDLEFALL TECHNIQUE)
Ninjutsu (Mirror Arts; Requires Mirror Arts (f), Seirei Ninjutsu (Suiton; Requires Maboroshi Senbon Ame (t))
Kasumetoru no Jutsu(t)) Rank: 5 (B); Learn DC: 19,3 successes; Perform: 7 (DC
Rank: 15 (Epic); Learn DC: 40, 10 successes; Perform: 23 19); Time: 1 attack action; Components: H, F; Range:
(DC 45); Time: 1 full-round action; Components: C, H, Personal; Area: 20 ft. burst; Target: Self; Duration: 1
X, Mas, E; Effect: One creature affected by Seirei round/2 levels; Save: Reflex (halve); Cost: 5.
Kasumetoru no Jutsu; Duration: Instant; Save: Will
A technique that builds on the Maboroshi Senbon
(partial); Cost: 30.
Ame technique, the user creates clouds from the water
After stealing half from the target essence, his shadow vapor in the air which rain needles created from the
does not exist anymore until regains his levels. To use water. The user of this technique creates a burst of
Seihataki Wareru no Jutsu the user must "steal" half of clouds centered on himself that rain Senbon formed
target's Hit Dices (levels) inside the same mirror, so from the water. Any hostile creature caught in the burst
forces his own chakra toward the object. The overflow takes 2d6 damage every round it stays there, and may
breaks the mirror, and so the target soul does. This spend an additional point of chakra to increase the
technique instantly delivers 10 points of damage per damage by +1d6 (maximum 6d6). In addition to hostile
shinobi level. The target must try a Will saving throw creatures taking damage every round they are in the
die, even if the Will save is successful, the subject takes burst, the burst increases by 5 ft. every round.
3d6 points of damage but regains all the lost levels. This technique cannot be performed in dry climates
Empower – The user may spend 1 point of chakra to (such as dessert), though it will still work on a dry day.
increase the damage by 1 die, up to 7d6. Material Focus – Either nearby clouds, a humid
environment or 5 liters or more of water.
Mastery – The fourth step of mastery in this technique
can kill the target or just let him fall unconscious, up to
SEISHUKU AME RYUU: MABOROSHI SENBON AME (SILENT RAIN
user's choice.
STYLE: ILLUSIVE NEEDLE RAIN)
Expendable Components – One Mirror.
Ninjutsu (Suiton) [Water]
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 5 (DC
SEIREI KASUMETORU NO JUTSU (SOUL STEAL TECHNIQUE) 16); Time: 1 attack action; Components: H, F Range:
Ninjutsu (Mirror Arts; Requires Mirror Arts (f)) Close; Area: Burst 10 ft.; Duration: 1 round/3 levels;
Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 16 (DC Save: Reflex (half); Cost: 4.
32); Time: 1 attack action; Components: C, H, F; Range:
The user of this technique makes rain water fall from
Close; Target: One creature; Duration: Instant (see Text);
the sky while having needles rain from the sky also,
Save: Will negates; CR: Yes; Cost: 10.
hidden by the rain. When the user uses the technique is
The ninja must hold a physical mirror with both of his creates a 10 ft. burst of rain from a square within range,
hands after completing the hand seals. So the user aim the rain does not create enough water to fuel other
the mirror against the target and starts to drain his soul Suiton Ninjutsu and dries within seconds at the end of
to the mirror. His shadow twists and enters in the mirror the techniques duration. A creature caught within the
surface. burst takes 1d3+1 damage that can be increased by +1d3
per a point of additional chakra (maximum 5d3). By
spending 2 points of chakra the user of the technique can that allow you to Avoid an Attack, such as Kawarimi no
have the burst increase in size by 5 ft. (to a maximum of Jutsu or Shundou.
20 ft.). Mastery – Every step of mastery after the first allows
Material Focus – 10 Senbon/round. the technique to be used an additional time per day, up
to 5/day.
The first step of mastery allows the user to avoid an
SEISHUKU AME RYUU: SENBON KAWARIMI (SILENT RAIN attack of up to his ECL or 5, whichever is lower.
STYLE: NEEDLE BODY SUBSTITUTION) The second step of mastery allows the user to increase
Ninjutsu
the cost to 4 when avoiding an attack, to avoid an attack
Rank: 4 (C); Learn DC: 17 ,2 successes; Perform: 6 (DC
of up to his ECL or 10, whichever is lower.
17); Time: 1 attack action or 1 instant action;
The third step of mastery allows the user to increase
Components: H, F; Range: Personal; Target: You (See
the cost to 6 when avoiding an attack, to avoid an attack
Text); Duration: Instant; Save: (See Text); Cost: 2.
of up to his ECL or 15, whichever is lower.
This technique functions in the same way as Kawarimi The fifth step of mastery allows the user to increase
no Jutsu, except that the user leaves behinds a burst of the cost to 8 when avoiding an attack, to avoid an attack
throwing needles as well as the object he substitutes of up to his ECL or 20, whichever is lower.
himself with. Material Focus – Senbon (10 + additional 10 for each
When the user uses this technique, a 10 ft. burst of extra point of chakra spent).
senbon dealing 2d4 damage plus any poison on the
senbon appears where he once was along with object
SENKOO NANKAN NO JUTSU (RADIANT BARRIER TECHNIQUE)
which he substituted himself with. For every additional
Ninjutsu (Mirror Arts; Requires Mirror Arts (f))
point of chakra the user wishes to spend he can increase
Rank: 10 (A); Learn DC: 25, 6 successes; Perform: 13 (DC
the damage by 2d4 (maximum 6d4). The user may move
27); Time: 1 attack action; Components: H, F, Mas;
up to 30 ft. or his base land movement speed as part of
Range: (See Text); Effect: Deflect a Chakra Move;
this technique, whichever is lower.
Duration: Instant; Save: (See Text); CR: (see text); Cost:
Avoiding Attacks: The user performs Senbon
(see text).
Kawarimi as an instant action before an enemy attack
roll (melee or ranged attack, touch attack, or grapple If the user ready a mirror, it can absorb the technique
attempt) targeting him specifically. To do so, the user using the surface and deflect it against the original user.
cannot be flat-footed or denied his Dexterity bonus to The user can use Senkoo Nankan no Jutsu even against
defense. Avoiding an attack costs 2 point of Chakra that an area attack, but first the user must succeed against the
can't be converted, and can be done up to 1 time per day. original Saving Throw (and does not take the "half"
The attack avoided must be from a creature with of his damage or effect).
ECL or 1, whichever is lower. The user cannot avoid an To deflect it the user must pay the chakra costs that
attack if he is immobilized in any way. To avoid the has been paid to perform the technique and win or
attack, the user must make a Perform check (as per equalize an opposed Chakra Control check if it is a
Senbon Kawarimi, mastery counts) opposed to the Chakra Control technique, an opposed Ninjutsu check if
opponent's attack roll (add 5 if the attack roll is a Chakra it is a Ninjutsu or an opposed Genjutsu check if it is a
Control, Genjutsu or Ninjutsu effect, a natural 20 or a Genjutsu against the performer of the technique. If the
confirmed critical), minimum 17. user beats the compared check by 10 Points he reflects
Success means that the user replaces himself, and the the technique, and now it targets the original user. A
substituted object has the desired tag in the square he taijutsu technique cannot be subject to this ability.
previously occupied. Avoiding an attack must be (Some from this text is from "Alternative Jinchuuriki
declared before knowing the result of the attack roll. Rules" by: Infinitus). This technique can't be
Failure means that the chakra spent trying to avoid the "Quickened".
attack is wasted, and the technique fails. The user Mastery – The fifth step of mastery can reflect taijutsu
requires both hands free to perform this technique. An too, but the target must miss a direct attack against the
opponent can choose to lower the value of its ECL for user.
the purpose of allowing an opponent to evade the attack Material Focus – One Mirror.
in this manner, but not increase it. Each use of Avoiding
an Attack stacks with all other techniques with effects
SENKOO NANKAN NO JUTSU (RADIANT BARRIER TECHNIQUE) SHIKAKU ADAUCHI (DEAD SPACE VENGEANCE)
Ninjutsu (Mirror Arts; Requires Mirror Arts (f)) Ninjutsu (Shadow; Requires Shadow Arts (f), Dead Space
Rank: 10 (A); Learn DC: 25, 6 successes; Perform: 13 (DC Concealment (t))
27); Time: 1 attack action; Components: H, F, Mas; Rank: 6 (C); Learn DC: 19, 3 successes; Perform: 7 (DC
Range: (See Text); Effect: Deflect a Chakra Move; 18); Time: Full Round Action; Components: C, F; Range:
Duration: Instant; Save: (See Text); CR: (see text); Cost: (See Text); Target: One creature's shadow (See Text);
(see text). Duration: Instant; Save: None; Cost: 6.

If the user ready a mirror, it can absorb the technique This technique can only be used while the user
using the surface and deflect it against the original user. currently resides within the shadow of a willing ally.
The user can use Senkoo Nankan no Jutsu even against When an opponent attacks the user's 'host' with an
an area attack, but first the user must succeed against the attack or technique that puts him in melee range, the
original Saving Throw (and does not take the "half" user can manipulate his host's shadow, bending it into
damage or effect). contact with his opponent's shadow and using it as a
To deflect it the user must pay the chakra costs that transfer gateway to become a part of his opponent's
has been paid to perform the technique and win or shadow. The user may then initiate a special grapple
equalize an opposed Chakra Control check if it is a from behind with a garrote wire in his possession. This
Chakra Control technique, an opposed Ninjutsu check if special grapple gives him a +4 to his initial attack and a
it is a Ninjutsu or an opposed Genjutsu check if it is a +4 to maintain the grapple as he attempts to petrify his
Genjutsu against the performer of the technique. If the opponent through shadow arts while physically
user beats the compared check by 10 Points he reflects strangling him. If the user succeeds the grapple check,
the technique, and now it targets the original user. A his allies gain a +8 bonus to successfully hit the right
taijutsu technique cannot be subject to this ability. opponent as per grappling rules.
(Some from this text is from "Alternative Jinchuuriki Material Focus – Garrote Wire.
Rules" by: Infinitus). This technique can't be
"Quickened".
SHIKAKU INPEI (DEAD SPACE CONCEALMENT)
Ninjutsu (Shadow; Requires Shadow Arts (f), Kage Mane
Mastery – The fifth step of mastery can reflect taijutsu
no Jutsu (5), Kage Mane Yusou no Jutsu)
too, but the target must miss a direct attack against the
Rank: 8 (B); Learn DC: 22, 4 successes; Perform: 10 (DC
user.
22); Time: Full Round Action; Components: H, C, M;
Material Focus – One Mirror.
Range: 55 feet; Target: The shadow of one willing ally
(See Text); Duration: 1 hour per 2 levels; Save: None;
SHAKONKYO NO JUTSU (DUPLICATE-SOUL MIRROR Cost: 5 + 1/duration interval.
TECHNIQUE)
Using this technique, the user delves into the shadow
Ninjutsu (Mirror Arts; Requires Mirror Arts (f))
of a willing ally. The user can stay in the shadow for one
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 5 (DC
hour per level before being forcibly removed from the
17); Time: 1 attack action; Components: F, C; Range:
shadow. While in the shadow, the user is effectively
Close; Target: A mirror; Duration: Concentration (up to
invincible, though not immortal. However, if his "host"
1 round/level); Save: None; Cost: 2.
dies, then the user is expelled from the shadow and takes
The character is able to sense the nature of one’s damage equal to his hosts' Hit Die x 5.
chakra focusing a mirror with his own chakra towards The user can take a full round action during his own
the targets, may it be light or dark and sinister. If a turn to step outside of the shadow and take a single
person within its jutsu range of the mirror should have melee or ranged sneak attack against any opponent
any of the following allegiances a creature with this within range with a bonus equal to +1d6 per four levels
ability will know instantly. The allegiances are: Balance, (maximum 5) which stacks with class bonuses from
Chaos, Evil, Good, Law. And anything further that classes. The target of this technique also loses his
describes the character’s alignment. Dexterity bonus to AC against this attack.
Material Focus – One Mirror. When the user leaves the host's shadow he may choose
one square adjacent to the host to manifest in. If no space
is available to manifest in, then the user may not leave
the host's shadow.
If the user is forcibly ejected from the hosts shadow he user disappears. In reality, the user uses his shadow arts
is placed in the square directly behind the host or, if this to hide himself within his opponent’s' shadow.
square is unavailable, in any square adjacent to the host. The user can remain in the shadow for up to 6 hours
If no space is available, the user manifests within the per level and benefits from rest the entire time he / she
square of the host and incurs all the penalties thereof. is in the shadow, though he / she is still fully conscious
Attacks specifically targeting the shadow of the host, and capable of hearing what goes on in the outside world
even shadow art attacks, do not harm the user. However, (though not seeing it). The user can decide to leave the
the user may not willingly exit the host's shadow if the shadow at any point, though if it stays inside until the
host is under the effect of Kage Mane no Jutsu (they may maximum time he / she will be expelled regardless.
still be forcibly ejected). While in the shadow, the user is considered to be
Mastery – At the first step of mastery the duration functioning in a space of roughly 7 square feet and can
increases to 2 hour per 2 levels. perform any actions he would usually be allowed to do
At the third step of mastery the duration increases to in this space, though there is no ground so things that
3 hours per 2 levels. would require balance such as crafting require a DC: 35
At the fifth step of mastery the duration increases to 4 balance check.
hours per 2 levels. Material Focus – A sealed container of biological
elements: i.e. sulfur, iron, etc. Purchase DC: 10 Weight:
25 lb.
SHIKAKU SUPAIKOUI (DEAD SPACE ESPIONAGE)
Ninjutsu (Shadow; Requires Shadow Arts (f), Shikaku
Inpei (t), Kawarimi no Jutsu (5)) SHIKIGAMI NO MAI (DANCE OF THE SHIKIGAMI)
Rank: 10 (A); Learn DC: 24, 5 successes; Perform: 13 (DC Ninjutsu (Kamiton; Requires 8 ranks Craft (Visual Arts))
23); Time: 1 Full Round Action and 1 Instant Action (See [Paper]
Text); Components: C, M, Range: (See Text); Target: One Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
Creature's Shadow (See Text); Duration: 1 Day per four 21) (see text); Time: Full-round action or 1 instant
level; Save: None; Cost: 16. action; Components: C, Mas; Range: Personal; Target:
You; Duration: 1 round / level or Instantaneous; Save:
In order to perform this technique, the user must take
None; Cost: 6 (see text).
a full-round action in which he / she sets herself up for
Using origami and Ninjutsu skills, you change your
the technique without her opponent knowing. This full
body and clothing into many sheets of paper allowing
round action can also include one movement and one
them to control and even reshape parts of your body
normal attack with no other techniques involved. This
with these sheets at will.
is called the Setup.
Your body and any items they currently possess may
For the rest of the encounter, as an instant reaction to
quickly be changed into tiny 8 x 11 in. pieces of paper.
any attack or offensive technique, as long as one
The paper is in the form of individual sheets and acts as
opponent is within 55 feet of the user, he / she can
normal paper for the duration of the technique except
activate his / her setup and avoid the attack using the
the user has control over the sheets. The paper is of equal
same rules as Kawarimi no Jutsu and benefitting from
weight as the user plus any items and gear he had with
the user’s masteries in Kawarimi for this portion of the
him at the time of activation. While in this form the user
technique. However, this special use of avoid the attack
doesn’t need to pay the material cost for any technique
functions differently from regular avoid the attack
that requires paper.
techniques in that the user also performs an advanced
The form enables the user to negate the cost of any
replacement, replacing himself with a special body
Kamiton technique that requires a Material Focus of
double.
paper. The user is able to fly at a speed of 10 ft. per round
This shadow art technique allows the user to use a
with perfect maneuverability. While in this form the
sealed and pre-packaged selection of components that
user takes half damage from ballistic, slashing, and
make up the human body (sulfur, iron, etc.) to create a
piercing weapons.
physical clone of himself / herself, one that it
The form also gives a -5 penalty on saving throws
biologically identical (at least on the surface) but that is
against techniques or effects that affect an area, such as
actually an elaborate hoax. The body itself has no life
many elemental techniques or grenade-like weapons. If
whatsoever and never has. Making it an affective corpse.
the area effect attack does not allow a saving throw, the
The body double takes the blow of the attack while the
swarm takes double damage instead.
Avoiding an Attack (1/day): Minimum DC 21. If you
succeed, you use the technique as normal, (though in
this case the range is limited to 50 ft.) and you can make
SHISHI ENJIN (FOUR VIOLET FLAMES BATTLE FORMATION)
Ninjutsu (Requires Kekkai no In (t))
a Hide check to hide. You can use this technique to avoid
Rank: 9 (A); Learn DC: 26, 4 successes; Perform: 12 (DC
an attack against a source with a CR of up to 15.
25); Time: 1 full round action; Components: C, H;
Success means that the user replaces himself with a
special; Effect: Energy barrier; Duration: Concentration
mass of paper (see above) and reforms in any non-
(Maximum of 1 minute per level) (D); Save: None; Cost:
occupied square within 30 feet away or his current land
60 (See text).
speed (whichever is shorter). Avoiding an attack must be
declared before knowing the result of the attack roll. This technique requires four persons to be performed,
Failure means that the chakra spent trying to avoid the each one standing adjacent to one of the four sides of the
attack is wasted, and the technique fails. Each use of energy wall to be created. The technique also requires
Avoiding an Attack stacks with all other techniques with that all users perform this technique at the same
effects that allow you to Avoid an Attack, such as initiative count (Possibly delaying one's action). For
Kawarimi no Jutsu or Shundou. each missing person on the formation, the Perform DC
Mastery – Each step allows you to use the technique to increases by 5. The chakra cost of this technique is split
avoid an attack an additional time per day. evenly amongst the users, and if any of them fails the
The first, third and fifth steps each increase the perform check or lacks the chakra necessary to use this
maximum CR you can avoid attacks from by 5. technique, it fails and the chakra used by the others is
The fifth step allows you to use this technique when wasted. When this technique is successfully used, it
not avoiding an attack as many times per encounter as creates an energy barrier with the same properties as the
you wish, though no more than once per round. one created by the Kekkai no In technique. In addition,
The fifth step of mastery allows the user to increase any creature making contact with the barrier must
the cost to 6 when avoiding an attack, to avoid an attack succeed a fortitude save to avoid suffering 1d6 points of
from a CR up to his level or 25, whichever is lower. The fire damage and be pushed back 1d3x5 feet. The barrier
fifth step in mastery also allows the user to leave any formed has four walls (Between 20ft to 80ft long,
types of exploding tags in his possession intact as well as determined by the creators of the barrier and 40ft tall)
control them as if they were paper created by this and a roof on the top of it, making almost any tentative
technique. to escape from it impossible. This technique lasts for as
long as the users concentrate on it or until the duration
ends. To determine the duration of the technique,
SHINRA KAMI SHURIKEN SHIGURE (HEAVENLY PAPER
consider the highest character level amongst the users.
SHURIKEN SHOWER)
Ninjutsu (Kamiton; Requires 9 ranks Craft (Visual Arts))
[Paper] SHOUHEKI KUSHIN (WALL OF PAIN)
Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 (DC Ninjutsu
22); Time: 1 attack action; Components: E, F, Mas; Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
Range: Medium; Area: Cone-shaped burst from the user; 19); Time: Attack action; Components: C, H; Range:
Duration: Instant; Save: Reflex half; CR: Yes; Cost: 10. Medium; Effect: 30ft. wall; Duration: Concentration + 1
Upon completing this technique, the user sends a round/3 levels (max 1 round/level); Save: Fortitude
massive upheaval of paper and chakra towards his target. partial; Cost: 6.
The paper projectiles pierce everything in the area of
effect, dealing 7d6 point of piercing damage. This technique creates a nearly invisible wall of chakra
This technique cannot affect items bearing Chakra that can be up to 30 feet long. The wall does not directly
Symbols (such as an exploding tag or advanced seal) prevent movement nor does it block attacks or objects
Empower – The user may increase the damage dealt by going through it. Creatures that move through the
this technique by 1 die of damage, up to a maximum of Shouheki Kushin are stricken with an intense agony that
1d6 per level at the cost of 2 points of chakra per die of reduces their effective Speed and Strength Ranks by 2,
damage. and causes them to suffer from a -2 penalty to attack and
Mastery – At the third step of mastery, this technique damage rolls, as well as a -4 penalty to Strength and
can affect items bearing Chakra Symbols (such as an Dexterity based skill checks. This effect lasts for 1d6+2
exploding tag or advanced seal).
rounds. A successful Fortitude save halves the penalties, creatures in a 15-ft. square and increases the perform
but not the duration. requirements by 4.
The user can, at will, select targets to be immune to Expendable Components – At least 50, 100 or 150
the Shouheki Kushin’s effects. pounds for a Small, Medium or Large dragon
respectively, source of material nearby that can be
crystallized to create the dragon.
SHURIKEN NINARATTE NO JUTSU (SHURIKEN IMITATION
TECHNIQUE) SHOTON: KEI ARU (CRYSTAL RELEASE: ARROW OF LIGHT)
Ninjutsu (Mirror Arts; Requires Mirror Arts (f)) Ninjutsu (Shoton)
Rank: 1 (D); Learn DC: 13, 1 success; Perform: 1 rank Rank: 9 (S); Learn DC: 25, 5 successes; Perform: 12 (DC
(DC 12); Time: swift action; Components: S, E, F; Range: 29); Time: 1 full attack action; Components: C, H, E;
Close; Target: One projectile; Duration: Instant; Save: Range: Long; Effect: Ray (see text); Duration: 1 round;
Reflex half; CR: Yes; Cost: 1. Save: Reflex half; Cost: 12 (base).

A basic Mirror Arts technique. After throwing a Using this advanced Shoton technique, the user is
projectile the user illuminates with his mirror before encased in a prism of crystal. While in this state, the user
touches his target. The light engulfs the object and is treated as having Total Cover for 1 round. The prism
creates a duplicate that deals +1d6 point of slashing itself has a hardness of 25, 20 hit points and a resistance
damage, which can be halved with a successful Reflex to Earth and Water 15. At the beginning of the user’s
save. next turn, a finely sharpened beam of concentrated
Empower – The user can spend an additional point of chakra is fired from the prism as a ray attack that deals
chakra to deal an additional point of damage, up to a 7d8 points of fire damage that can be halved with a
maximum of 1d6+5. successful reflex save.
Material Focus – 1 projectile, a Mirror. Empower – The user may spend an additional 2 points
of chakra to increase the damage dealt by 1d8. For every
two additional hit die added in this fashion, the DC of
SHOTON: HASHO KORYU (CRYSTAL RELEASE: TEARING this technique increases by 1.
CRYSTAL FALLING DRAGON)
Ninjutsu (Shoton) SHOTON: KESSHO GOKAKURO (CRYSTAL RELEASE: CRYSTAL
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC PENTAGONAL PRISON)
25) (see text); Time: 1 attack action; Components: H, F, Ninjutsu (Shoton) (Requires Suisho Ro no Jutsu (5))
X; Range: Close (small), Medium (medium) or Long Rank: 10 (S); Learn DC: 26, 5 successes; Perform: 13 (DC
(large); Area: 5-ft. square (small) or 10-ft. square 30); Time: 1 full-round action; Components: C, H;
(medium) or 15-ft. square (large); Duration: Instant; Range: Medium; Target: 20 ft. radius; Duration: 1
Save: Reflex half; CR: Yes; Cost: 7. (small) or 11 round/2 levels; Save: Reflex Negate, Fortitude Half; Cost:
(medium) or 15 (large). 15.
As Shoton: Suisho Ro no Jutsu except as above.
Using this technique, the user is able to create a dragon
of varying size from crystal which he uses to tear his SHOTON: KURENAI NO KAJITSU (CRYSTAL RELEASE: CRIMSON
enemy apart. Depending on the dragon's size, Small, FRUIT)
Medium or Large, the range and damage may vary Ninjutsu (Shoton)
greatly. Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 7 (DC
A Small dragon costs 6 points of Chakra, has a Close 17); Time: 1 attack action; Components: C, H; Range:
range (10 ft. + 5 ft./2 levels) and deals 4d6+2 points of Close; Effect: 10-ft. radius circle; Duration: 1
damage to creatures in a 5-ft. square. All damages caused minute/level; Save: None (willing); Reflex Negate; Cost:
by a dragon of any size can be halved with a successful 5.
Reflex save.
By way of this fairly simple technique, the user
A Medium dragon costs 10 points of Chakra, has a
surrounds the target area with a crystal dome that can be
Medium range (20 ft. + 10 ft./2 levels) and deals 7d6+5
used for protection. This dome has a hardness of 10, 30
points of earth damage to creatures in a 10-ft. square and
hit points, Earth and Water resistance 5 but takes double
increases the perform requirements by 2.
damage from techniques or abilities with the Sonic
A Large dragon has a Long range (30 ft. + 15 ft./2
descriptor.
levels) and deals 10d6+7 points of earth damage to
SHOTON: KYODAI ROKKAKU SHURIKEN (CRYSTAL: GIANT SHOTON: SHOHARI (CRYSTAL RELEASE: CRYSTAL NEEDLES)
HEXAGONAL SHURIKEN) Ninjutsu (Shoton)
Ninjutsu (Shoton; Requires Shoton: Rokkaku Shuriken Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (DC
(3)) 24); Time: 1 attack action; Components: H, E; Range:
Rank: 5 (C); Learn DC: 18, 2 successes; Perform: 7 (DC Close; Area: 5-foot square (see text); Duration: Instant;
18); Time: 1 attack action; Components: C, H, M; Effect: Save: Reflex half; CR: Yes; Cost: 4.
Creates a large-sized shuriken; Duration: Instant; Save:
The user creates crystal needles from the surrounding
None; Cost: 4 per shuriken (maximum 2).
air. It surrounds the targeted square, and every creature
A more advanced version of Shoton: Rokkaku caught in the targeted area suffers 3d6 points of piercing
Shuriken, this technique creates a large shuriken, which damage. In addition, the user may decide to target a 10-
is hurled at his opponent. The user makes a ranged attack foot square instead, but the damage dealt by the
roll with the thrown weapon at his highest attack bonus technique will be halved.
for each shuriken, dealing 2d8 points of slashing damage Empower – The user may increase the damage by 1 die
plus the user's strength modifier on a successful hit. The at the cost of one point of Chakra, but the damage may
shuriken created by this technique dissolve into not exceed 1d6 per character level or hit dice of the user
shimmering, fragments of crystal at the end of the round. (up to 12d6).

SHOTON: ROKKAKU SHURIKEN (CRYSTAL: HEXAGONAL SHOTON: SHOMORI (CRYSTAL RELEASE: CRYSTAL LANCE)
SHURIKEN) Ninjutsu (Shoton) (Requires Crystal Blade (Medium) (a))
Ninjutsu (Shoton) Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 (DC
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 5 (DC 23); Time: 1 attack action; Components: C, M; Range:
16); Time: 1 attack action; Components: S, F, M; Range: Personal; Target: You; Duration: 1 round/level; Save:
Close; Effect: Launches up to 1 blade/2 level at nearby None; CR: No; Cost: 12.
enemies; Duration: Instant; Save: None; Cost: 2 per blade
The user forms a crystal lance around their forearm.
(maximum 1 per 2 levels or 5).
The weapon formed counts as a Colossal crystal blade
The shuriken used in this jutsu are six-sided with that threatens a critical hit on a natural roll of 18 - 20. If
spikes at the sides of each blade, as they resemble the user was of Large size when using this technique, it
snowflakes. The user makes a ranged attack roll with the deals 5d6 points of piercing damage instead of 4d6.
thrown weapons at his maximum attack bonus for each The lance lasts for 1 round per level.
shuriken, dealing d4 points of damage per successful hit.
The shuriken created by this technique dissolve into
SHOTON: SUISHO RO NO JUTSU (CRYSTAL RELEASE: JADE
shimmering, fragments of crystal at the end of the round.
CRYSTAL PRISON)
Ninjutsu (Shoton)
SHOTON: ROKKAKU SHURIKEN RANBU (CRYSTAL: HEXAGONAL Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (DC
SHURIKEN WILD DANCE) 24); Time: 1 attack action; Components: C, H; Range:
Ninjutsu (Shoton; Requires Shoton: Rokkaku Shuriken Close; Target: One medium-sized or smaller creature;
(5)) Duration: 1 round/2 levels; Save: Reflex Negate,
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC Fortitude Half; Cost: 9.
21); Time: 1 attack action; Components: E, H; Range:
One of the most dangerous techniques in the Shoton
Medium; Area: 5 ft. radius; Duration: Instant; Save:
style, Suishō Rō no Jutsu has the potential to instantly
Reflex half; Cost: 5.
kill any creature unfortunate enough to be caught inside.
The user launches a barrage of crystal formed discs, After performing this technique successfully, the target
bombarding a single area with dozens of projectiles with must succeed on a Reflex Save or become completely
the intent to completely shred the opponent. The targets entrapped in crystal. The crystal prison has no hardness
of this ability will be subject to 4d6 points of slashing and 20 hit points. If the prison is destroyed by an outside
damage that can be halved with a successful reflex save. source or the duration expires, the target must make a
Empower – The user may spend an additional point of Fortitude save or be immediately reduced to -10 hit
chakra to increase the damage dealt by this technique by points, their remains completely disintegrated. On a
1d6 to a maximum of 8d6. successful save, the target only takes 5d6 points of
slashing damage from the crystal shards. At any time
during the duration of this technique, the user can
decide to prematurely destroy the prison and force the round and has a hardness of 10, as well as an earth and
target to make the appropriate save. Enough damage water resistance 10, but sonic damage is doubled.
from a technique or ability with the sonic descriptor to The Suisho Bunshin does not receive any of the user's
destroy the prison negates the need to make a save as the temporary bonuses (such as Shodan Kousoku or
prison shatters harmlessly. However, the target of the Tadayou), but counts as though it was one size category
prison is subject to the damage from the attack larger for the purpose of grapple, bull rush, trip and
normally. disarm attempts.
The clone can use any feat, skills, talents and special
SHOTON: SUISHŌHEKI HACHI NO JIN (CRYSTAL RELEASE: JADE abilities (excluding any templates or bloodlines other
CRYSTAL WALL EIGHTH FORMATION) than the shoton) that the user may have without
Ninjutsu (Shoton; Requires Shoton Gokakuro (3)(t))
penalty, as well as any technique of the user up to Rank
Rank: 7 (A); Learn DC: 22, 4 successes; Perform: 10 (DC
4. The clone has a chakra pool of 10. In addition, all
24); Time: 1 attack action; Components: C, H; Range:
drawbacks coming from a technique used by a
Long; Target: One creature of Gargantuan size or
replication not only affects the clone, but also the user.
smaller; Duration: 1 round / level; Save: Reflex Negate;
A replica counts as the user if it uses a technique to create
Cost: 10.
clones, and thus they are controlled by the user and his
This technique allows the user to entrap much larger own limit is used.
creatures than Suishō Rō no Jutsu, but at the expense of The clone is genuine and carries the very same
the lethality. A creature that fails its save is trapped equipment as the user except chakra-dependent items
within an area of crystal, unable to perform any abilities such as exploding tags or sunburst tags. Any items
or techniques that requires mobility or hand seals. The carried by the Suisho Bunshin has 6 points of hardness
prison has a hardness of 10 and 40 hit points. A trapped but only half the original's hit points. Poison and
creature can attempt to shatter the crystal with a mastercraft bonuses are not carried over to the clone's
Strength Check DC (35). equipment.
Lastly, while the clone can use techniques, it cannot
SHOTON: SUISHO BUNSHIN NO JUTSU (CRYSTAL RELEASE: JADE normally perform any activities requiring particular
CRYSTAL CLONE TECHNIQUE) attention, such as sensing chakra, setting off an
Ninjutsu (Shoton) exploding tag or carrying a serious conversation. Once
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC the clone reaches 0 hit points, strays too far from the user
21); Time: 1 full-round action; Components: C, H, F, or the duration expires, it returns to crystal.
Mas; Range: Personal; Effect: Duplicate of the user; While the user can freely replace any clone lost by
Duration: 1 minute/level; Save: None; Cost: 10+6/clone using this technique more than once, he cannot control
beyond the first. more clones than his mastery allows. He can also choose
This Shoton technique allows the user to create a to dissipate the clone at any time. He also cannot control
powerful construct from crystal in his own image. The any other sort of clone while using this technique
clone weighs 8 times as much as the user (including (including simple Bunshins or Kage Bunshins). A
equipment), and cannot swim (though neither can it creature that can see through chakra must pass a Spot
drown). It is incapable of sentient thought, but shares a check (DC 20) in order to discern the clone's nature and
two-way bond with the user with which it can tell it apart from the original.
communicate thoughts and experiences as well as, in the Mastery – At the third and fifth levels of mastery the
user's case, orders; The Suisho Bunshin still follows the number of clones the character can control at one time
user's instructions to the letter and is its own person increases by one.
when caught in a genjutsu. The clone also cannot stray Material Focus – A mass of crystal equal to the user's
farther than 1 mile from the user or the technique ends. weight. This may come from other techniques or
If the Suisho Bunshin is not within 100 feet of the source abilities that the user has performed (for instance, the
it was created from, it suffers a -2 penalty to attack rolls crystallization ability).
and skill checks.
The clone has 1 hit point per level of the user, and SUIKANTSUU NO JUTSU (WATER PIERCER TECHNIQUE)
shares the user's saving throws, defense and attack bonus See Godai Taigeki: Yondan Jutsu technique.
without penalty. It can make up to three attacks per
SUIZOU KANNONHOU NO JUTSU (WATER FORMATION CANNON for up to 10 minutes, after which time they suffocate.
TECHNIQUE) Retrieving a specific item from a mirror is a move action.
Ninjutsu (Suiton) [Water] Magic items placed inside the mirror do not offer any
Rank: 5, C; Learn DC: 20, 3 successes; Perform: 8 (DC benefit to the character carrying the mirror. If someone
20); Time: 1 attack action; Components: C, H, Mas; tries to put a Ta Sekai inside to other Ta Sekai, both of
Range: Close; Effect: Ray, creates 5 liters of water/level; them collapses and creates Genjitsu Gappei no Jutsu,
Duration: 3 rounds (D); Save: Fortitude Partial; Cost: 6. except this is a 20 feet burst self-centered, and all items
are lost.
This technique allows the user to spew out a large
Material Focus – One Bonded Mirror.
quantity of water and shoot it out at his opponent,
effectively drenching him in it. The ray, if it hits, deals
1d4 points of water damage per 5 liters created and TOOEI FUYOO NO JUTSU (FLOATING REFLECTION NO JUTSU)
forces the target to make a Fortitude save or be knocked Ninjutsu (Mirror Arts; Requires Mirror Arts (f),
back 1d4x5 feet and fall prone. The water only last for 3 Advanced Seal: Kagami Shasai (t))
rounds, and cannot be used to quench thirst, but is Rank: 7 (B); Learn DC: 21, 5 successes; Perform: 9 (DC
otherwise pure and drinkable. 22); Time: 1 full-round action; Components: C, H, F, X
Using this technique in a hot, dry environment (such (see text); Range: 100 feet/level; Effect: One floating
as a desert) deals 2d6 points of damage to the user. This mirror; Duration: 1 minute/level (D); Save: None; Cost:
technique can only be used once per day. 6.
Mastery – The second and fourth step of mastery in
The user bond a small mirror by Advanced Seal:
this technique each allow the technique to be used an
Kagami Shasai. The character controls a flying mirror
additional time each day. The fifth step of mastery
which he uses to spy and scout around. The mirror can
increases the damage die to 1d6 and the knock back
see 150 feet forward (standard vision only). While the
effect to 1d6x5.
eye remains fragile, it is very diminutive and difficult to
spot. The floating mirror is a Fine construct, about the
SURAISUFUU NO JUTSU (SLICING WIND TECHNIQUE) size of a child's balled fist, has 1d6 hit points, a Defense
See Godai Taigeki: Yondan Jutsu technique. of 18 (+8 size bonus), flies at a 30 feet with perfect
maneuverability and has a +16 Hide modifier. It carries
the same Spot modifier as the user and is subject to
TA SEKAI NO JUTSU (OTHER WORLD TECHNIQUE) Genjutsus, darkness, fog and any other factor that would
Ninjutsu (Spacetime; Requires Mirror Arts (f), Retrieval
affect his ability to receive visual information about his
Expert (f), Advanced Seal: Kagami Shasai (t))
surroundings. The user can command the mirror freely
[Teleportation]
using mental directions, as the mirror and the user share
Rank: 5 (B); Learn DC: 19, 3 successes; Perform: 7 (DC
the same mind and thoughts. If the mirror leaves the
20); Time: 1 attack action; Components: C, H; Range:
technique's range or is destroyed, it is instantly
Personal; Target: A bonded mirror; Save: None; Cost: 5
destroyed and leaves absolutely no trace of its presence.
(see text).
While the user maintains this technique, he himself (but
The user creates a special mirror with a special space not the mirror) suffers a -4 penalty to spot checks.
inside. This mirror can't be used for other ninjutsu with Material Focus – One small mirror or Expendable
the Retrieval Expert requirement. Every time the Components if using Ninpo Gisuikyoo no Jutsu: A Small
character uses this mirror to remove or put an item, he puddle of water.
pays 5 of chakra to distort the space and only the owner
can add or remove items from his mirror.
YARIENEN NO JUTSU (SPEAR OF FIRE TECHNIQUE)
The bonded mirror is an extradimensional space: its
See Godai Taigeki: Yondan Jutsu technique.
inside is larger than its outside dimensions. Regardless of
what is put into the mirror, it weighs a fixed amount.
The limit in weight and volume of the mirror's contents YOGOSU (DEFILE)
are 250 lbs. and 70 cubic ft. Ninjutsu [Evil, Lost Kinjutsu]
If a mirror is overloaded, or broken (from inside or Rank: 9 (S); Learn DC: 25, 7 successes; Perform: 13 (DC
outside), all of its contents spill out, unharmed. If living 29); Time: Attack action; Components: C, H; Area: 30 ft.
creatures are placed within the mirror, they can survive
radius; Duration: Concentration (D); Save: Reflex half; check is 10 + 1 for every additional 4 workmen over the
Cost: 5. user’s limit, the check must be made hourly while the
number of workmen is higher than the user’s normal
The souls of the dead surround you, striking out
limit. Failure to maintain Concentration causes all
against all that live.
workmen to vanish. The user may choose to create less
For as long as the user concentrates solely on this
clones than what was rolled.
technique, all living creatures within the technique’s
If the user breaks their concentration to maintain the
area take 1d8+1 negative energy damage at the
workmen for any reason, they remain for 4 rounds
beginning and end of their turn. The cost of this
before dissipating into nothingness. If the user resumes
technique is paid again each round that he continues to
their concentration before the 4th round after having
concentrate.
previously broken concentration they can resume
If a creature dies while within the area of this
without losing any workmen.
technique, the user regains chakra equal to the number
Mastery – At every even number step of mastery in
of Hit Dice that creature had.
this technique, the user increases the number of clones
he creates with this technique by 1d8, in addition to the
YOROZU RANMAN ROUMUSHA (TEN THOUSAND GLORIOUS standard mastering increase; however, the limit of
WORKMEN) clones he can control while taking other actions does not
Ninjutsu (Requires Kage Bunshin no Jutsu (t)) increase with each step of mastery.
Rank: 6 (A); Learn DC: 22, 4 successes Perform: 10 (DC At the third step of mastery the user’s workmen may
26); Time: 1 full-round action; Components: C (see text), use Henge no Jutsu upon creation at no cost to
H, Mas; Range: 50 ft. (see text); Effect: Duplicates the themselves or the user. This only may be used when the
users; Duration: 1 hour/level; Save: workmen are created.
hour/level; Save: None; Cost: 15. At fifth step of mastery the maximum distance a clone
can go from the user is 2 miles and the user no longer
After the performance of this technique, the user suffers damage from creating workmen.
creates 1d8+1/level workmen. Unlike the more
advanced Kage Bunshin types, these clones are unable to
execute complex actions such as performing techniques YOUGAN ENKA NO JUTSU (SWALLOWING LAVA TECHNIQUE)
or attack; they can, however, carry out labor and other Ninjutsu (Yoton) [Lava]
simple actions at the discretion of the user and avoid Rank: 8 (B); Learn DC: 20, 4 successes; Perform: 10 (DC
attacks. Each workman comes into existence with 1 hit 21); Time: 1 attack action; Components: C, H; Range:
point and 1 chakra point, and their outfits match the user Medium; Target: One creature; Duration: Instant; Saving
but grant them no Defense bonus. They possess the Throws: Reflex negate (see text); CR: Yes; Cost: 1.5 per
user's attributes, skill ranks, and feats but not any size category of the target (rounded down).
bloodline abilities. Every workman also inherits the
To properly perform this technique, there must be at
user's class defense bonus, saves, and special abilities.
least 2 feet of lava below the target if it is Tiny or smaller,
The maximum distance a workman can go from the user
5 if it is Small or Medium size, 10 if it is Large, 20 if it is
is 1 mile.
Huge, 30 if it is Gargantuan and 50 if it is Colossal. The
The user does suffer 1 damage per clone but there is no
lava underneath the target will open up and swallow the
limit to the number of workmen the user can create. If
target unless it makes a Reflex save to avoid falling in the
the user should run out of chakra while performing this
technique. A creature so buried is only partially exposed
technique or reach 0 hit points, the technique produces
and cannot move, perform any actions other than a free
no more workmen.
action and is immobilized until it can succeed three
Because this technique has no limitations such as those
Escape Artist or Dexterity check (DC 18) in a row. A
present in the other Bunshin-related techniques, the
trapped creature suffers 2d6 point of lava damage per
user is unable to move or take any action as he
round.
concentrates to sustain the number of workmen created
if the number of clones is more than 16 per character YOUGAN YOROI NO JUTSU (LAVA ARMOR TECHNIQUE)
level. This means that if the user has more than 16 per Ninjutsu (Yoton) [Lava]
character level clones, he must maintain Concentration, Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 4 (DC
and adds that as a component to the technique when 16); Time: 1 attack action; Components: H, F; Range:
crossing that number, the DC for the Concentration
Personal; Target: You; Duration: 1 minute/level; Saving
Throws: None; Cost: 5.

Using this technique, the user creates a layer of molten


armor that helps protect them from attacks. For the
duration of the technique, the user gains +3 natural
armor bonus to defense, and attackers using natural
weapons or melee weapons without reach take one point
of lava damage. This armor weighs 1 pound per size
category of the user (5 pounds for a medium-sized
character) or 10 pounds per size category of the user if
the user is of Large size or larger.
Material Focus – A sufficient mass of earth, sand, rock,
or mud nearby to form the armor.
SENJUTSU
Rank 1
Reserved
TAIJUTSU
Rank 1
Strike Seishuku Ame Ryuu: Hissori Chobo Ouda (Silent Rain Style: Still Point Strike)

Rank 2
Tessen Gei Hijutsu: Zanganken (Tessen Art Secret Technique: Stone Cutter)
Enhance Mondai-jo no Kokoro (Mind over Matter)

Stance Champuru Daichi Sutansu – Ayaui Appuku (Champuru First Stance – Erratically
Overpower)
Shinobi Hiken: Dachi – Yuuen Zuru (Shinobi Secrets: Stance – Elegant Crane)
Strike Kendo: Bossutoraiki (Kendo: Daze Strike)
Kendo: Dotai no Sutoraiki (Kendo: Torso Strike)
Ni-Shi Kogeki (Two-Limbed Strike)
Seishuku Ame Ryuu: Shinjutsu (Silent Rain Style: Acupuncture Technique)

Rank 3
Kousen Tabi (Iron Wire Trip)
Stance Kensui Teashi Dachi (Dangling Limbs Stance)
Myugan Sutansu: Hangeki no Haishutsu (Myugan Stance: Draining Counterattack)
Strike Champuru Taijutsu – Furea (Champuru Martial Arts – Flare)
Kendo: Tekubi no Sutoraiki (Kendo: Wrist Strike)
Watojutsu: Shuugeki Tou Sei (Watojutsu: Kicking Sword Rush)

Rank 4
Kousen Ryu: Deceptive Marionette
Stance Hiken Suzume Kenjutsu: Fuku Ejiki (Secret Sparrow Sword Art: Hidden Prey Stance)
Meimu no Kamae (Pose of Delusion)
Strike Buki Tatsujin Ryuu: Ryokou Dangan (Tripping Shot)
Champuru Taijutsu - Kazaguruma (Champuru Martial Arts - Windmill)
Hiken Suzume Kenjutsu: Kuroyoku Hishou (Secret Sparrow Sword Art: Black Wing
Flight)
Kendo: Nodo no Sutoraiki (Kendo: Throat Strike)

Rank 5
Strike Enshin Senpu (Centrifugal Whirlwind)
Hiken Suzume Kenjutsu: Koujaku Kenbou (Secret Sparrow Sword Art: Sparrow’s Ploy)
Kendo: Nidankogeki (Kendo: Double Strike)
Kenjutsu: Ougi - Gara Dageki (Sword Art: Secret Skill - Hilt Blow)
Myugan Sutansu: Kyosei Chunyu (Myugan Stance: Forced Injection)
Watojutsu: Kaishi Tou Sei (Watojutsu: Spiral Pierce Sword Rush)

Rank 6
Stance Champuru Niban Sutansu - Honnou (Champuru Second Stance - Instinct)
Kendo: Kendo Sutansu (Kendo: Kendo Stance)
Sankatto: Shodan Dachi (Three Cuts: First Stance)
Strike Buki Tatsujin Ryuu: Senbon Tooriame (Weapon Master Style: Senbon Shower)
Buki Tatsujin Ryuu: Sesshu Dageki (Weapon Master Style: Stealing Strike)
Champuru Taijutsu - Sunacchi (Champuru Martial Arts - Swipe)
Seishuku Ame Ryuu: Keijourmyaku (Silent Rain Style: Jugular Pin Cushion
Technique)
Watojutsu: Shikuu Tou Sei (Watojutsu – Sky Stride Sword Strike)
Watojutsu: Shouha Tou Sei (Watojutsu: Destructive Palm Sword Rush)

Rank 7
Stance Kage Bunshin no Guntai (Shadow Replication Army)
Strike Buki Tatsujin Ryuu: Rasen-Dageki (Weapon Master Style: Spiral Strike)
Chakra Scalpel Secrets: Merciless Assault

Rank 8
Stance Hiken Suzume Kenjutsu: Kangoroshiya (Secret Sparrow Sword Art: Cunning Killer
Stance)
Myugan Sutansu: So Junbi (Myugan Stance: Total Preparation)
Strike Chakra Scalpel Secrets: Piercing Strike
Champuru Taijutsu - Batafurai Ashige (Champuru Martial Arts - Butterfly Kick)

Rank 9
Stance Chakra Scalpel Secrets: Pacifist’s Retribution
San Taron Sutoraiku (Three Talon Strike)
Strike Watojutsu: Senran Tou Sei (Watojutsu – Thundering Hammer Sword Strike)

Rank 10
Stance Buki Tatsujin Ryuu: Dachi (Weapon Master Style: Stance)
Champuru Sanban Sutansu - Inpurovaizexishon (Champuru Third Stance -
Improvisation)
Strike Hiken Suzume Kenjutsu: Hien Kaeshi (Secret Sparrow Sword Art: Swallow’s Flight
Reversal)
Juuryuu Nage - Supurekkusu (Ten-Ton Style Throws - Suplex)
Kendo: Kyoryokuna Suramu (Kendo: Powerful Slam)
Myugan Sutansu: Kyosei Chunyu Jizen (Myugan Stance: Forced Injection Advanced)

Rank 12
Stance Champuru Yon Sutansu - Mozou Gufuu (Champuru Fourth Stance - Mimic Typhoon)
Sebunsododansu Dachi (Seven Swords Dance Stance)
Watojutsu: Zetsugi - Kofuku Zettousei (Watojutsu: Ultimate Attack - Crouching Tiger
Severing Sword Rush)
Strike Kuresento Suipu (Crescent Sweep)

BUKI TATSUJIN RYUU: DACHI (WEAPON MASTER STYLE: Empower – You can spend an additional 5 chakra to
STANCE) gain the benefits of any feats and abilities that improve
Taijutsu (Stance; Requires Weapon Master 7, BaB +12, attack and damage rolls, for the duration of this stance.
Melee Mastery (f), Ranged Mastery (f)) [Armed] Mastery – At the third step of mastery the user
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 (DC completely ignores non-proficiency penalties.
27); Time: 1 swift action; Components: M; Save: None;
Cost: 10.
BUKI TATSUJIN RYUU: RASEN-DAGEKI (WEAPON MASTER
STYLE: SPIRAL STRIKE)
While in this stance the user lowers non-proficiency Taijutsu (Strike; Requires Weapon Master 4, BaB +12,
penalties to -2. As well all weapons that the user wields, Melee Mastery (f)) [Armed]
gain the benefits of any feats and abilities that improve Rank: 7 (B); Learn DC: 21, 3 successes; Perform: 9 (DC
attack and damage rolls. 22); Time: 1 attack action; Components: M, F; Range:
Melee Attack; Target: One creature; Duration: BUKI TATSUJIN RYUU: SESSHU DAGEKI (WEAPON MASTER
Instantaneous (see text); Save: Fortitude partial; Cost: 6. STYLE: STEALING STRIKE)
Taijutsu (Strike; Requires Improved Disarm (f), Melee
Usable once per day. The user spirals around quickly
Mastery (f)) [Armed]
before, striking for a devastating blow. The user makes
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
an attack roll at his highest base attack bonus, if the
21); Time: 1 attack action; Components: M; Range:
attack hits the user threatens critical damage to the
Melee; Target: One armed creature; Duration: Instant;
target. If the attack hits the target must make a Fortitude
Save: None; Cost: 6.
save or be knocked back 1d4x5 feet.
Mastery – At the first, third and fifth steps of mastery The user makes a disarm check against an adjacent
you gain +1 to confirm criticals when using this target, at a +1 bonus every three levels. If the disarmed
technique. At the second and fourth steps of mastery you weapon is a melee weapon then the user may make an
gain additional use per day. attack, at a +5 bonus.
Material Focus – The users held weapon.

BUKI TATSUJIN RYUU: RYOKOU DANGAN (TRIPPING SHOT) CHAKRA SCALPEL SECRETS: MERCILESS ASSAULT
Taijutsu (Strike; Requires Weapon Master 5 and Ranged Taijutsu (Strike; Requires Chakra Scalpel (a))
Mastery (f), Improved Trip (f)) [Armed] Rank: 7 (C); Learn DC: 18, 2 Successes; Perform: 9 (DC
Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 6 (DC 18); Time: 1 Full Round Action; Components: M;
17); Time: 1 attack action (see text); Components: M, F; Range: Melee; Target: 1 Creature; Effect: Strike a single
Range: Projectile weapon; Target: One creature; target multiple times; Duration: Instant; Save: None; CR:
Duration: Instant; Save: None; Cost: 4. No; Cost: 9.

You may make a ranged attack at you highest attack To use this technique, the user must have Chakra
bonus. If you hit your attack deals half damage and your Scalpel activated.
opponent must make a strength check DC 10 + the user’s The user may make one attack with their chakra
Dex Mod + 5. If he fails, he falls prone to the ground. scalpel + 1 per 2 levels of the user (max 10) at a -1 penalty
per attack made.
BUKI TATSUJIN RYUU: SENBON TOORIAME (WEAPON The attacks deal regular chakra scalpel damage
MASTER STYLE: SENBON SHOWER) without any bonus damage from ability modifiers,
Taijutsu (Strike; Requires Weapon Master 2, Ranged
techniques, or any other bonuses that may apply. In
Mastery (f)) [Armed]
addition, the chakra scalpel’s threat range is reduced by
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 8 (DC
one for this technique (min 20).
19); Time: 1 attack action; Components: M, F; Range:
Medium; Area: Cone shaped burst or line; Duration: CHAKRA SCALPEL SECRETS: PACIFIST’S RETRIBUTION
Instant; Save: Reflex half; Cost: 4 + 2 per additional Taijutsu (Stance; Requires Chakra Scalpel (a))
needle. Rank: 9 (A); Learn DC: 24, 4 successes; Perform: 12 (DC
26); Time: 1 Attack Action; Components: M, Mas; Cost:
The user throws a large amount of senbon at an area
9.
skewering anyone in the area of effect. This technique
deal 1d4+1 damage per needle thrown. Anyone in the To use this technique, the user must have Chakra
area may make a Reflex save to take half damage. Scalpel activated.
Additional damage, such as sneak attack, mastercraft, When activating this stance, the user enters total
magical damage, precision, or weapon specialization defense. While in this stance, the user may make a melee
bonus damage is only applied to the original thrown touch attack with his chakra scalpel against any creature
weapon, and no Senbon Tooriame benefits from the entering his threatened area at a -5 penalty.
Shuriken Expert class abilities. The user may target a When in this stance, the user may not perform any
creature more than once during the use of this action on his turn other than taking a 5-foot step and/or
technique, and Senbon Tooriame cannot deal critical total defense, and the stance ends if the user does not or
hits. is unable to use total defense on his turn.
Empower – The user may increase the number of Mastery – The 1st, 3rd, and 5th step of mastery
Senbon Tooriame by 1 at the cost of two additional decreases the penalty to attack by 1 (-2 penalty at 5th
points of Chakra (maximum 1 per 1 level in total). step).
Material Focus – The users senbon.
CHAKRA SCALPEL SECRETS: PIERCING STRIKE Rank: 6 (C); Learn DC: 20, 2 successes; Perform: 8 (DC
Taijutsu (Strike; Requires Chakra Scalpel (a), Knowledge 20); Time: 1 swift action; Components: C, M, Mas; Cost:
(Earth & Life Science) 12 ranks) 4.
Rank: 8 (B); Learn DC: 22, 3 successes; Perform: 10 (DC
In this stance, the user takes the Champuru style to an
23); Time: 1 attack action; Components: E, M;
additional level by incorporating his pure instincts to
Range: Touch; Target: 1 Living Creature; Duration:
maximize the effectiveness of his choices in attacks.
Instant; Save: None; CR: No; Cost: 6.
All attacks in this stance are modified by dexterity.
To use this technique, the user must have Chakra While in this form the user gains a +2 to attack and
Scalpel activated. tumble checks and a +2 dodge bonus to defense against
This technique makes use of the Chakra Scalpels attacks of opportunity. Also, his ability to overpower an
unique attributes to damage the internal organs of the enemy is intact, as he also gains a +2 to damage and trip
target. This technique may only be used on living checks. He must still move at least 10 feet every round,
creatures with discernible anatomy. if movement is halted then the stance is broken. All
The user makes a melee touch attack against the target above modifications only apply to a user wielding a
and deals regular chakra scalpel damage bypassing 4 sword.
points of damage reduction. On the target’s next turn, Mastery – The third step in mastery of this technique
they take bleeding damage equal to half of the damage allows the user to feint as a movement action.
dealt by this attack due to the internal injuries.
Empower – The user may spend 1 additional point of
CHAMPURU SANBAN SUTANSU - INPUROVAIZEXISHON
chakra to further bypass 1 point of damage reduction
(CHAMPURU THIRD STANCE - IMPROVISATION)
Taijutsu (Stance; Requires Champuru (f), Taijutsu
(max 10).
Adept (f), Taijutsu 13 Ranks, Tumble 13 Ranks, BAB
CHAMPURU DAICHI SUTANSU – AYAUI APPUKU (CHAMPURU +10)
FIRST STANCE – ERRATICALLY OVERPOWER) Rank: 10 (C); Learn DC: 25, 5 successes; Perform: 13 (DC
Taijutsu (Stance; Requires Champuru (f), Taijutsu 5 25); Time: 1 swift action; Components: C, M, Mas; Cost:
ranks) 5.
Rank: 2 (D); Learn DC: 14, 2 successes; Perform: 5 (DC
The third stance coincides with normal the Champuru
14); Time: 1 swift action; Components: C, M; Cost: 2.
style and as such the user gains a +2 to tumble and trip
Following normal Champuru style, the user takes from checks and a +2 dodge bonus to defense. He must still
all schools of martial arts and fills in the rest as he fights move at least 10 feet every round, if movement is halted
his opponents, showing opponents movements that then the stance is broken.
contradict their expectations while moving about While in this stance, the user becomes a master of
erratically. improvisation. No longer does he take a -4 penalty to
The user may choose at the beginning of his turn to attack with improvised weapons, but instead gains a +2
modify his attacks by dexterity or strength. If he chooses to attack and damage when using them while coupled
to dexterity, he gains a +2 to attack and tumble checks with the Champuru's normal erratic style.
that round and all attacks are modified as chosen. If He is in fact so truly masterful at improvisation that,
strength is chosen, then the user gains a +2 to damage when no items are within his grasps to be used, he may
and trip checks made on that round. instead use his unarmed strikes to substitute his sword!
No matter what choice is made, the user gains a +2 Unarmed attacks while in this stance gain the above
dodge bonus to defense against attacks of opportunity bonus to attack and damage and also are lethal, dealing
and must move at least 10 feet every round, if movement slashing damage.
is halted then the stance is broken. All above All attacks are modified by dexterity instead of
modifications only apply to a user wielding a sword. strength.
Mastery – The third step in mastery of this technique
CHAMPURU NIBAN SUTANSU - HONNOU (CHAMPURU SECOND allows the user to feint as a movement action.
STANCE - INSTINCT)
Taijutsu (Stance; Requires Champuru (f), Taijutsu CHAMPURU YON SUTANSU - MOZOU GUFUU (CHAMPURU
Adept (f), Taijutsu 9 ranks, Tumble 9 ranks) FOURTH STANCE - MIMIC TYPHOON)
Taijutsu (Stance; Requires Champuru (f), Taijutsu
Adept (f), Taijutsu 15 ranks, Tumble 15 ranks, BAB +10)
Rank: 12 (C); Learn DC: 28, 5 successes; Perform: 15 (DC checks made to develop the technique for 2 weeks. If
35); Time: 1 swift action; Components: C, M, Mas; Cost: unused, the bonus fades. A technique that isn't harmful,
8. such as Kinobori, is not able to be countered.
Mastery – Each additional master allows a +5% base
The final Champuru stance is an attempt at both
chance to mimic a technique. The third step in mastery
mimicking the intense and erratic movements of a
of this technique allows the user to feint as a movement
typhoon, and the attacks of the opponent it encounters.
action.
All attacks are again modified by dexterity and require
the user to be wielding a sword. He must still move at CHAMPURU TAIJUTSU – FUREA (CHAMPURU MARTIAL ARTS
least 10 feet every round, if movement is halted then the – FLARE)
stance is broken. While in this stance, the user gains a +2 Taijutsu (Strike; Requires Champuru (f)) [Kick]
to attack, damage, and dodge. In addition, he gains a +4 Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 6 (DC
to attempts to trip and tumble. 16); Time: 1 full-attack action; Components: M; Range:
Finally, the user gains the ability to copy any taijutsu Melee Attack; Area: Melee Reach; Duration: Instant;
or chakra control techniques it sees through the use of Save: None; Cost: 3.
its innate ability to improvise and keen instincts. This
This Champuru taijutsu technique has the user fall to
ability costs one action point.
the ground and begin to support his body with his arms
The character readies an action. Any taijutsu or chakra
and swing his legs around his stationary torso in
control technique he sees performed within 50 feet, he
continuous circles, never allowing his legs to touch the
may copy using his readied action. The character must
ground.
meet the requirements of the technique to copy it, and
The user is allowed to make an attempt to trip every
if he does not, the readied action is wasted.
creature in his range; The user gains an attack of
To copy a technique, he must succeed a check to
opportunity against one tripped opponent as he stands
identify it and check again to Perform the technique.
up with his weapon. Standing counts as a free action at
The user takes a -4 penalty to do so. If both checks to
the end of this attack.
identify and perform the technique, the maneuver can
be initiated. CHAMPURU TAIJUTSU - KAZAGURUMA (CHAMPURU
When initiating the maneuver, the character has a MARTIAL ARTS - WINDMILL)
50% base chance of success. If he fails, the readied action Taijutsu (Strike; Requires Champuru (f)) [Kick]
is wasted, but he spends no chakra. If he succeeds, the Rank: 4 (C); Learn DC: 17, 2 successes; Perform: 7 (DC
character must pay the same chakra cost as the technique 17); Time: 1 full-attack action; Components: M; Range:
that was performed (accounting for meta-chakra feats Melee Attack; Area: Melee Reach; Duration: Instant;
and the technique being empowered), which he may Save: None; Cost: 4.
convert to hit points with the Chakra Control skill
normally. The user of this technique falls to the ground and
If a meta-chakra feat was applied to the technique, the begins to roll his torso continuously in a circular path on
chance of success is reduced by 30%. The character is the floor, across the upper chest, shoulders, and back,
able to determine if a meta-chakra feat was applied to while twirling his legs in a V-shape through the air.
the technique when he succeeds on identifying it. He gains an unarmed attack against every enemy
The user may choose to: within his reach. This may not be used in conjunction
Copy: The character may perform the technique as it with the cleave feat. At the end of the attack the user
was performed by the creature he copied from for the stands back up as a free action.
rest of the encounter. The character gains a +2 bonus to CHAMPURU TAIJUTSU - SUNACCHI (CHAMPURU MARTIAL
Learn checks made to develop the technique for 2 weeks. ARTS - SWIPE)
If unused, the bonus fades. Taijutsu (Strike) (Requires Champuru (f)) [Kick]
Counter: The character counters the creature Rank: 6 (C); Learn DC: 18, 2 successes; Perform: 8 (DC
performing the technique, calling for competitive attack 18); Time: 1 full-attack action; Components: M; Range:
rolls against one another. Whoever scores the highest Melee Attack; Area: Melee Reach; Duration: Instant;
attack roll will succeed in attacking the other with the Save: None; Cost: 5.
technique, while the other will miss and suffer a -2
penalty to AC until the end of the person who counter’s Using this Champuru technique, the character falls to
next round. The character gains a +2 bonus to Learn the ground, leans back, whips his arms to one side to the
ground, and then swings his legs closely behind, twisting to be the blink of an eye, the user is able to make separate
360 degrees and landing on the ground once again. The unarmed attacks against each targeted creature that all
character may then stand back up as a free action at the deal normal damage. After the technique ends, the user
end of his turn. suffers the normal penalties to Defense as per a charge
This allows the user to disarm or trip it's opponent by attack. The user is also dazed for one round after using
swiping at its legs and then its weapon as it falls. The user this technique unless he succeeds a Fortitude save (DC
gains a +2 to checks in order to trip and disarm while 20) to regain his composure. The Kensui Teashi stance
using this technique. remains active after this technique ends regardless of the
character being dazed or not.
CHAMPURU TAIJUTSU - BATAFURAI ASHIGE (CHAMPURU
MARTIAL ARTS - BUTTERFLY KICK)
Taijutsu (Strike) (Requires Champuru (f)) [Kick] HIKEN SUZUME KENJUTSU: FUKU EJIKI (SECRET SPARROW
Rank: 8 (B); Learn DC: 20, 2 successes; Perform: 11 (DC SWORD ART: HIDDEN PREY STANCE)
21); Time: 1 full-attack action; Components: M; Range: Taijutsu (Stance) (Requires Dodge (f)) [Armed]
Melee Attack; Area: Melee Reach; Duration: Instant; Rank: 4 (C); Learn DC: 16; 2 successes; Perform: 7 (DC
Save: Fortitude Partial (see text); Cost: 5. 16); Time: 1 swift action; Components: C, F, M Mas;
Save: None; Cost: 4.
The character charges at the enemy, and thus must be
the required distance away, and strikes him with a With this deceiving stance, the user takes a fighting
power flying kick. Although the specific nature of the style that appears to be full of holes while allowing the
kick varies, it is generally composed of a twist of the shinobi an extended range of movement that makes it far
body while both legs are lifted from the ground and easier to avoid an opponent’s strikes. For the duration of
swung around, while the torso remains as horizontal as the technique, the user’s Dodge bonus to Defense
possible. increases by + 1 per four character levels (max +5) and
Due to the inability to tell which leg will strike, the this bonus also applies to Reflex saves, though only
opposing creature's defense against the attack is against the designated target. The user may change the
weakened. As such, it loses its dexterity bonus to target of this bonus as per normal for the Dodge feat.
defense. While charging normally gives a +2 to attack Mastery – At the 1st, 3rd, and 5th levels of mastery in
the opponent, the momentum gained through this kick this technique the user may apply the bonus to defense
increases that amount to +4 and the damage die of the against an additional opponent. Other effects that apply
attack by one size (1d4 to 1d6, 1d10 to 2d6). to the target of the user’s Dodge feat only apply to the
If hit, the creature must succeed a Fortitude save or be first target.
stunned for 1 round and fall prone. Material Focus – Bladed weapon.

HIKEN SUZUME KENJUTSU: HIEN KAESHI (SECRET SPARROW


ENSHIN SENPU (CENTRIFUGAL WHIRLWIND) SWORD ART: SWALLOW’S FLIGHT REVERSAL)
Taijutsu (Strike) (Requires Taijutsu: Dachi- Kensui Taijutsu (Strike; Requires base attack bonus +13,
Teashi) Kangoroshiya (5), Kuroyoku Hishou (5)) [Armed]
Rank: 5 (C); Learn DC: 17, 2 successes; Perform: 7 (DC Rank: 10 (S); Learn DC: 26; 5 successes; Perform: 14 (DC
19); Time: 1 full-attack action; Components: M; Range: 30); Time: Full round action or immediate action (see
Melee Attack (See Text); Target: One or more creatures; below); Components: C, F, M, Mas; Range: Melee;
Duration: Instant; Save: None; Cost: 3. Target: One attacking creature; Duration: 1 round or
Instant (See Text); Save: Fortitude partial; Cost: 12.
The final technique developed as part of the Dangling
Limb stance, this powerful whirlwind attack utilizes This technique is the last and greatest technique of the
centrifugal force to hit multiple foe with surprisingly Hiken Suzume style, intended to disrupt the trump cards
strong strikes. of various martial artists by intercepting an attack with
The user performs this technique as a full-attack action overwhelming power. By spending a full-round action
that is considered a charge. He is able to target one the user focuses his chakra and mind to razor-like acuity,
creature per 2 levels (maximum 5) that are within his readying himself for a powerful counterattack. The user
base movement speed. The user initiates a spinning surrounds himself with a sphere of dense chakra to try
attack that provokes an attack of opportunity from any and disrupt any melee attacks made against them,
creatures threatening the point of origin. In what seems
viciously attacking back once they sense a ripple on the improves upon the user’s reflexes and lures foes into
sphere's surface. striking points that only appear to be unguarded.
If the user is targeted by a melee attack in the next Enemies striking the user only apply half their
round, he may make a Perform check against the Strength modifier to the damage roll, and static bonuses
enemy’s attack roll, or Perform check if it is a technique, to damage (such as Power Attack) are halved. In
in order to disrupt it (add 5 if the attack roll is a Chakra addition, if an attacker misses the user, he may
Control, Genjutsu or Ninjutsu effect, a natural 20 or a immediately make an attack of opportunity. This does
confirmed critical), minimum 15. After the user has not allow the user to make more attacks of opportunity
begun this technique they may not move from the than he is allowed per round.
square they are in and may not make attacks of Mastery – At the 1st, 3rd, and 5th levels of mastery in
opportunity until the beginning of their next turn. this technique the user may apply the bonus to defense
Avoiding an attack must be declared before knowing against an additional opponent. Other effects that apply
the result of the attack roll. Failure means that the to the target of the user’s Dodge feat only apply to the
chakra spent trying to avoid the attack is wasted, and the first target.
technique fails. Material Focus – Bladed weapon
If the user beats the attacker's roll, the attack targeting
the user misses. The user may then make a single melee
HIKEN SUZUME KENJUTSU: KUROYOKU HISHOU (SECRET
attack with Kawarimi Defense 1 that deals an additional
SPARROW SWORD ART: BLACK WING FLIGHT)
Taijutsu (Strike) (Requires Fuku Ejiki (3)) [Armed]
5d8 slashing damage, against which the target may not
Rank: 4 (C); Learn DC: 16; 2 successes; Perform: 7 (DC
apply its dexterity bonus. In addition, if the attack hits,
16); Time: Immediate action; Components: C, F, M
it provokes a massive damage save.
Mas; Range: Melee; Target: One creature; Duration:
Each successive use of the Hien Kaeshi against the
Instant (see text); Save: None; Chakra: 5.
same target applies a cumulative -2 penalty to the user's
opposed Taijutsu check. In addition, due to the intense This technique is the first in the repertoire to divert an
strain of performing the Hien Kaeshi, user must make a enemy’s power away. While in a Hiken Suzume stance
DC 20 Fortitude save or suffer 3d6 damage for each use the user may parry just when an opponent prepares to
after the first, with the save DC increases by +2 for each strike a heavy blow, greatly reducing the damage to him.
use after the first. As an immediate action, the user may interrupt a single
Once per day, this technique may be used as an melee attack targeting him. To do so the user must be
immediate action to counter a melee attack that the user aware of the attack, else this technique may not be used.
is aware of but doing so increases the Perform DC by 5 Avoiding an attack requires the user must make a
and the user may not convert the chakra cost to HP. The Taijutsu check opposed by the enemy’s Perform Check,
user also must make a Fortitude save or take damage, with -5 penalty against non-Taijutsu techniques and
regardless of how many times the technique has been critical hits. Success means that the technique’s effect is
used. reduced as if the user had made a successful save and the
Material Focus – A bladed weapon. attacker may not apply bonus damage, such as that
gained from Sneak Attack or a high Strength modifier. If
HIKEN SUZUME KENJUTSU: KANGOROSHIYA (SECRET SPARROW
the technique does not allow a saving throw, the user
SWORD ART: CUNNING KILLER STANCE)
instead takes half damage.
Taijutsu (Stance; Requires Dodge (f), Combat Reflexes
This technique may only be performed before
(f), and Fuku Ejiki (5)) [Armed]
knowing if the attack was a success, and a failure to
Rank: 8 (B); Learn DC: 22; 3 successes; Perform: 10 (DC
perform this technique results in the attack hitting
23); Time: 1 swift action; Components: C, M,
automatically, though the user may still attempt a saving
Mas; Save: None; Cost: 8.
throw if allowed one.
The Kangoroshiya is the result of studying the weak Mastery – Each step of mastery allows this technique
points in his first stance and improving upon its effects, to be used an additional time per day up to a maximum
focusing the user’s killing intent to a fine edge that of 5/day.
allows him to avoid blows and return with a deadly The first step of mastery allows the user to negate an
riposte. This stance functions exactly as Fuku Ejiki attack up to his ECL, or 5, whichever is lower.
except as noted above and below. Kangoroshiya The second step of mastery allows the user to negate
an attack up to his ECL, or 10, whichever is lower.
The third step of mastery allows the user to negate an had fallen 20 feet, plus the user’s Strength modifier,
attack up to his ECL, or 15, whichever is lower. weapon damage bonus from Strength ranks, and an
The fourth step of mastery allows the user to negate an additional 1 point per active Strength rank. The user
attack up to his ECL, or 20, whichever is lower. suffers 1d6 damage after successfully performing this
The fifth step of mastery allows the user to negate an technique.
attack up to his ECL, or 25, whichever is lower and to The target must make a Fortitude save to avoid being
use this technique even when out of a Hiken Dachi stunned for 1 round afterwards. The target will be prone
stance. after being hit by the suplex, but no longer grappled. The
Material Focus – Bladed weapon. user may make a Tumble check (DC 20) to stand as a free
action after performing this technique. If the check fails,
HIKEN SUZUME KENJUTSU: KOUJAKU KENBOU (SECRET the user is also prone.
SPARROW SWORD ART: SPARROW’S PLOY) If this technique was performed as a follow-up to Kage
Taijutsu (Strike) (Requires Fuku Ejiki (3)) [Armed]
Buyou, the grapple attempt automatically succeeds and
Rank: 5 (C); Learn DC: 16; 2 successes; Perform: 8 (DC
the damage increases to two times falling damage plus
16); Time: Immediate; Components: C, F, M, P;
the user’s Strength modifier, weapon damage bonus
Range: Melee; Target: One creature; Duration: Instant
from Strength ranks, and an additional 1 point per active
(see text); Save: None; Cost: 3.
Strength rank. However, the user suffers one-quarter the
The first of the techniques to tie together Hiken total damage, rounded up, when the technique is
Suzume and the Shinmei Ryu school, this technique is performed this way.
an effective retaliation against a foe, though it should be Mastery – At fifth level of mastery, the user no longer
reserved for single opponents, as the user is left takes damage when performing this technique normally,
completely open. This technique may only be used after and only takes one-tenth the total damage, rounded up,
the user has been struck in melee. As part of this when performing the technique in conjunction with
technique the user makes a melee attack against the Kage Buyou.
target with his held weapon, against which the target is
flat-footed. If this attack hits the user deals normal
KAGE BUNSHIN NO GUNTAI (SHADOW REPLICATION ARMY)
damage and may start a grapple without provoking an
Taijutsu (Stance) (Requires Kage Bunshin no jutsu (1) (t),
attack of opportunity.
Taijutsu 7 ranks, Knowledge (Tactics) 3 ranks)
The target may attempt to escape from the grapple as
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC
normal, but takes a -2 penalty from the unusual method
21); Time: 1 attack action; Components: M, F, Mas; Save:
of restraint and the pain of pulling the blade free. The
None; Cost: 4.
user may deal damage with his held weapon as normal
and while grappling the target, the user takes a -2 The user has become adept at using his shadow clones
penalty to AC in addition to the normal penalties for in combat maneuvers and skilled in deceiving his
grappling. opponents via these clones.
Material Focus – A bladed weapon. When the user has at least two clones (Kage Bunshin
or Tajuu Kage Bunshin) active, he may enter this tactical
style allowing him to add his bonus to feints equal to his
JUURYUU NAGE - SUPUREKKUSU (TEN-TON STYLE THROWS - mastery level in Kage Bunshin or Tajuu Kage Bunshin
SUPLEX) respectively (+1 for competence, +2 for proficiency, +5
Taijutsu (Strike) (Requires Combat Throw (f)) [Grapple]
for Mastery). The user also adds this same bonus to
Rank: 10 (A); Learn DC: 24, 4 successes; Perform: 14 (DC
checks made to avoid being detected as the origin of the
28); Time: 1 full-attack action; Components: M, E, Mas;
clones by his opponents.
Range: Melee Attack; Target: One same- size or smaller
The user also adds half of that bonus (rounded up,
creature; Duration: Instant; Save: Fortitude partial; Cost:
minimum of +1) as a cover bonus to defense when at
5.
least one clone stands directly between himself and his
This technique can only be performed when the user attack.
is behind the target and he is grappling the target. The Also, if the user takes a full round action (Knowledge
user makes an opposed grapple check, and lifts the target Tactics check, DC 15) to organize and lead his clones in
up to then slam it back down on its head and back if the battle, they all gain a bonus equal to half your mastery
check succeeds. The suplex deals damage as if the target
level (rounded down, minimum of +0) as a competence The user must be wielding a Kendo Stick in order to
bonus to attacks that round. perform this stance. If the user is disarmed, the stance is
Mastery – At the third level of mastery in this stance, broken. While in this stance the user can fight
the user can choose to increase the chakra cost by 1 to defensively without taking a penalty to his attack rolls.
enter this stance as a move action. Additionally, if the user threatens a critical hit on a
At the fifth level of mastery in this stance, the user can target creature, he automatically confirms said critical.
choose to increase the chakra cost by 2 to enter this Mastery – At each level of mastery, the user gains a
stance as a swift action. cumulative +1 bonus to avoid being disarmed.
Material Focus – At least two active Kage Bunshin or Material Focus – Kendo Stick.
Tajuu Kage Bunshin
KENDO: KYORYOKUNA SURAMU (KENDO: POWERFUL SLAM)
KENDO: BOSSUTORAIKI (KENDO: DAZE STRIKE) Taijutsu (Strike) [Armed]
Taijutsu (Strike) [Armed] Rank: 10 (A); Learn DC: 26, 4 successes; Perform: 12 (DC
Rank: 2 (C); Learn DC: 14, 2 successes; Perform: 4 (DC 27); Time: 1 attack action; Components: M, F; Range:
15); Time: 1 attack action; Components: M, F; Range: Melee Attack; Target: One creature; Duration: Instant;
Melee Attack; Target: One creature; Duration: Instant; Save: None; Cost: 6.
Save: None; Cost: 1.

A Kendo master can surprise a foe with an


This basic Kendo-style attack targets the head in order unexpectedly powerful blow.
to cause disorientation. The user must be wielding a Kendo Stick in order to
The user must be wielding a Kendo Stick in order to perform this technique. The user makes an attack roll at
perform this technique. The user makes an attack roll at his highest attack bonus that deals normal weapon
a -2 penalty specifically targeting the head. The attack damage plus 1d6 damage per 4 levels (maximum +4d6).
deals normal weapon damage and causes the target to If the user performs this technique as a charge attack, the
become dazed for 1 round. damage is doubled. However, the user will become
Mastery – At fifth level of mastery, the target becomes dazed and take a -4 penalty to his defense for 1 round
dazed for 1d4+1 rounds (instead of 1). afterward.
Material Focus – The user’s held Kendo Stick Material Focus – The user’s held Kendo Stick.

KENDO: DOTAI NO SUTORAIKI (KENDO: TORSO STRIKE) KENDO: NIDANKOGEKI (KENDO: DOUBLE STRIKE)
Taijutsu (Strike) [Armed] Taijutsu (Strike) [Armed]
Rank: 2 (C); Learn DC: 14, 2 successes; Perform: 4 (DC Rank: 5 (C); Learn DC: 19, 3 successes; Perform: 7 (DC
15); Time: 1 attack action; Components: M, F; Range: 21); Time: 1 full attack action; Components: M, F; Range:
Melee Attack; Target: One creature; Duration: Instant; Melee Attack; Target: One creature;
Save: Fortitude partial; Cost: 1. Duration: Instant; Save: None; Cost: 3.

This basic Kendo-style attack targets the side torso A master of Kendo arts is quick and precise enough to
area in an attempt to rupture or nauseate the foe. land consecutive blows on his foe with ease.
The user must be wielding a Kendo Stick in order to The user must be wielding a Kendo Stick in order to
perform this technique. The user makes an attack roll at perform this technique. During a full attack, the user
a -2 penalty specifically targeting the torso area. This makes an additional attack at his highest attack bonus,
attack deals normal weapon damage and causes the minus 2 (in addition to the user’s normal number of
target to become nauseated for 1 round unless he attacks).
succeeds a Fortitude save. Mastery – At 2nd and 4th levels of mastery the user
Mastery – Each mastery in this technique increases the may make an additional attack at his highest attack
save DC by 1. bonus, minus 2, at the cost of 2 chakra per extra attack.
Material Focus – The user’s held Kendo Stick. Material Focus – The user’s held Kendo Stick.

KENDO: KENDO SUTANSU (KENDO: KENDO STANCE) KENDO: NODO NO SUTORAIKI (KENDO: THROAT STRIKE)
Taijutsu (Stance) [Armed] Taijutsu (Strike) [Armed]
Rank: 6 (B); Learn DC: 22, 3 successes; Perform: 9 (DC Rank: 4 (C); Learn DC: 16, 2 successes; Perform: 6 (DC
23); Time: 1 swift action; Components: C, M; Save: None; 18); Time: 1 attack action; Components: M, F; Range:
Cost: 4.
Melee Attack; Target: One creature; Duration: Instant; Material Focus – The user’s held weapon with a solid
Save: None; Cost: 2. sheath.

This basic Kendo-style attack targets the throat in


order to deal a stunning blow that can cause great pain KENSUI TEASHI DACHI (DANGLING LIMBS STANCE)
to the foe. Taijutsu (Stance)
The user must be wielding a Kendo Stick in order to Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 4 (DC
perform this technique. The user makes an attack roll at 16); Time: 1 swift action; Components: C, M; Save: None;
a -2 penalty specifically targeting the throat. The attack Cost: 2.
deals normal weapon damage and causes the target to
The user enters this stance as a swift action that does
become stunned for 1 round.
not provoke an attack of opportunity. His arms will
Mastery – At fifth level of mastery, the target becomes
seemingly go limp and he will hunch over. His attacks
stunned for 1d4+1 rounds (instead of 1).
will seem misguided and unorthodox, causing enemies
Material Focus – The user’s held Kendo Stick.
to become confused by the tactic. While in this stance,
KENDO: TEKUBI NO SUTORAIKI (KENDO: WRIST STRIKE) the user gains a +2 to attack rolls and defense.
Taijutsu (Strike) [Armed] Any person attempting to identify the technique takes
Rank: 3 (C); Learn DC: 16, 2 successes; Perform: 5 (DC a -2 penalty to checks made to identify due to the
16); Time: 1 attack action; Components: M, F; Range: stance’s strange qualities.
Melee Attack; Target: One creature; Duration: Instant;
Save: None; Cost: 1.
KOUSEN RYU: DECEPTIVE MARIONETTE
This basic Kendo-style attack targets the wrist in an Taijutsu (Requires Kousen Ryu (t), Sleight of Hand 6
attempt to disarm the opponent. ranks)
The user must be wielding a Kendo Stick in order to Rank: 4 (C); Learn DC: 18, 2 successes; Perform: 7 (DC
perform this technique. The user makes an attack roll at 17); Time: 1 Immediate Action; Components: M, S, Mas;
a -2 penalty specifically targeting the enemy’s wrist. This Range: Melee Touch; Duration: Instant; Save: none;
attack deals normal weapon damage and has a 10% Cost: 3.
chance of making the enemy drop his weapon if armed.
Using the Iron Wire combat style, the character is
Mastery – At 2nd, 3rd, 4th and 5th levels of mastery
capable of throwing off the melee attacks of his
the percentage of disarming the target creature increases
opponents with skilled movements and deception,
by 10%.
making it difficult for his opponent to land a hit.
Material Focus – The user’s held Kendo Stick.
The character attempts to affect his opponent by
KENJUTSU: OUGI - GARA DAGEKI (SWORD ART: SECRET SKILL redirecting the course of their attacks. The character
- HILT BLOW) must have at least one hand free to use this maneuver
Taijutsu (Strike; Requires Kenjutsu: Iaido (2)) [Armed] and be within 10ft of a solid object or anchor point, be it
Rank: 5 (C) Learn DC: DC 18, 2 successes; Perform: 6 the ground or nearby tree. The user makes a melee touch
(DC 18); Time: 1 attack action; Components: M, F, Mas; attack against an attacking opponent that does not
Range: Melee Attack; Target: 1 creature; Duration: provoke an attack of opportunity. If it succeeds, the wire
Instant; Save: Fortitude negates (see text); CR: No; Cost: is seamlessly attached to the limb, bestowing a -2 penalty
3. to the opponent's attack roll as they find their attack
being drawn towards the anchor point and away from
The user unsheathes his weapons and makes a single
the user. On the following round, the user may attempt
attack with the hilt at his highest attack bonus. On a
Kousen Shibari no Jutsu as an attack action that does not
successful hit, the target suffers weapon damage + 3d6 as
provoke an attack of opportunity.
non-lethal damage. If this would provoke a Fort save
The opponent may make a Sense Motive versus this
against unconsciousness, use the Fort save of this
user's Sleight of Hand check to half this penalty.
technique instead.
Mastery – At the 3rd and 5th stage of mastery, the user
The user’s held weapon will be left unsheathed when
may increase the penalty from this technique by an
this technique is completed.
additional -1 for an additional point of chakra to a
Mastery – The second and fourth steps of mastery in
maximum of -4.
this technique increase the save DC of this technique by
1.
KOUSEN TABI (IRON WIRE TRIP) In the hands of a Rokkingu Buryaku user a kusari-gama
Taijutsu (Requires Kousen Ryu) is a whirling dance of death, locking in and entrapping
Rank: 3, (C); Learn DC: 17, 2 successes; Perform: 5 ranks nearby foes.
(16); Time: 1 Attack Action; Components: M, S, Mas; While the user maintains this stance the Kusari-gama
Range: 20 ft.; Duration: Instant; Save: none; Cost: 1. ignores the normal listed mechanics for the weapon in
favor of the mechanics listed here. In the Kusari
This technique allows the user to make a trip attack as
Rokkingu Buryaku stance the Kusari-gama is treated as
a ranged touch attack using the battle wire at +2 to the
a thrown weapon with a range increment of 10' and a
attack roll, the user may not be tripped if the attack fails
maximum range of 10' allowing the weapon to benefit
this attack. The technique provokes an attack of
from some shuriken expert Class Features. In addition,
opportunity, even if you are not within the opponent’s
the user must choose one end each round to attack with,
range, this attack is provoked even if one is using the 3rd
either the blade or the chain, not both. The weapon may
level of mastery for Kousen Ryu and is used as if the
still perform special attacks (i.e. trip, disarm) at range
enemy was attacking with the battle wire and may use
and make full round attacks with the kusari-gama at
his Strength modifier to deal the damage.
range, recovering the thrown weapon at the end of each
Mastery – At Mastery level 1, The user may use his
round as a free action as mentioned in the kusari-gama
Dexterity instead of his Strength modifier for the Trip
style feat.
attack.
In addition, the Kusari-gama is still treated as a reach
At Mastery level 3, The user no longer provokes an
10' weapon for the sake of threatening attacks of
attack of opportunity when making the ranged trip
opportunity on opponents and gains +2 on attacks of
attack.
opportunity.
At Mastery Level 5, the technique only requires a
Mastery – With the first step of mastery, the user gains
move-equivalent action.
a bonus to special attack types that stacks with the
natural bonuses of the weapon equal to +2 (i.e. disarm,
KURESENTO SUIPU (CRESCENT SWEEP) trip, etc.).
Taijutsu (Strike; Requires Soujutsu: Hassun (3)) [Armed] With the third step of mastery, the user gains +1 to
Rank: 12 (A); Learn DC: 27, 5 successes; Perform: 15 (DC Attack & Damage with the kusari-gama.
29); Time: full-attack action; Components: C, M, With the fifth step of mastery, the user is treated as
F; Area: 10 ft. radius; Duration: Instant; having improved trip for the chain end of the kusari-
Save: None; Cost: 9. gama.
Material Focus – The user's Kusari-gama.
The user makes an attack at his highest attack bonus
with his held weapon against all creatures in the area
that deals double damage on a successful hit. While MEIMU NO KAMAE (POSE OF DELUSION)
using this technique, the user does not suffer attack Taijutsu (Stance; Requires 8 Ranks in Genjutsu)
penalties from Combat Expertise or Defensive Fighting, Rank: 4 (C); Learn DC: 18, 2 successes; Perform: 7 (DC
but still gains the benefits. 17); Time: 1 swift action; Components: C, F, M, P; Range:
If the user's weapon wasn't a mastercraft weapon, it is Personal; Target: You; Duration: Stance; Save: Will
destroyed beyond repair after using this technique. (Partial); Cost: 4.
Material Focus – The user's spear, naginata or
To enter this stance, the user must exact several exact
quarterstaff.
steps, causing both sight based dizziness and sound based
KUSARI ROKKINGU BURYAKU (CHAIN LOCKING TACTICS) because of the specially designed clothes used. The user
Taijutsu (Stance; Requires Kusari-gama Style) of this technique starts to become blurred to any
Rank: 6 (C); Learn DC: 18, 2 successes; Perform: 8 (DC creature who can see or hear the illusion that this
22); Time: 1 swift action; Components: M, F; Range: technique begins, although not quite at a genjutsu level
Personal; Target: You; Duration: Stance (D); Save: None; as it is partially based on the character's own
Cost: 4. movements. Any creature within 30 feet of the user has
a 20% miss chance when trying to hit a character in this
This stance serves to quicken and improve the stance. As the sound and ability caused, the penalty is
capabilities of a kusari-gama. The stance focuses on reduced to 10% at 45 feet, and the ability is negated at
constant spinning motions instead of targeted sweeps
and is able to use the weapon in a much deadlier fashion.
60 feet. This penalty is halved by anyone who succeeds to make additional attacks. In addition, he may not
a will save. perform any other techniques until this stance is broken
Material Focus – To accurately perform this technique, or replaced by a different stance.
the user needs specially made clothes, usually equipped The user is granted a +2 insight bonus to his defense
with whistles or bells that cause the illusion. These and cannot be caught flat-footed or be flanked. Once per
clothes usually have a Cost DC of 10. round, the user may drain the chakra out of any Ninjutsu
or Chakra Control technique that specifically targets
MONDAI-JO NO KOKORO (MIND OVER MATTER) him and that is of equal or lower rank to his character
Taijutsu (Enhancement; Requires Wisdom 13)
level. In order to drain the chakra, the user must make a
Rank: 2 (C); Learn DC: 15, 2 successes; Perform: 4 (DC
chakra control check (DC 10 + chakra cost of the
15); Time: attack action; Components: C, S, Mas; Range:
technique). If the user succeeds the check, then he
Personal; Target: You; Duration: 1 round/level; Save:
instantly drains all of the chakra out of the technique
None; Cost: 3.
and into his body. The technique will then cease and any
With this technique, the user enters a state of quasi- element within the technique will dissipate.
emptiness, numbing the pain receptors of his mind. The Next, the user must make an additional chakra control
user gains a temporary DR 2/-. This technique can only check (DC 15) to force the excess chakra out of his body
be used safely once per day. For every use after the first, or else suffer 2d4 (+1 per chakra spent on the drained
the user suffers from 1d4 point of Charisma damage technique) points of damage.
which must heal normally, this amount of increase per
MYUGAN SUTANSU: KYOSEI CHUNYU (MYUGAN STANCE:
use beyond the previous use, to 2d4, 3d4, etc.
FORCED INJECTION)
Mastery – Every step of mastery after the first allows
Taijutsu (Strike; Requires Shitatchi (a)) [Myugan
this technique to be used an additional time per day
Hijutsu]
before suffering drawbacks.
Rank: 5 (B); Learn DC: 19, 2 successes; Perform: 7 (DC
The second step of mastery allows the user to spend an
20); Time: 1 attack-action; Components: C, M; Range:
additional 2 points of chakra to increase the DR by 2, and
Close; Target: One creature; Duration: Instant; Save:
can be obtained at ECL 7.
Fortitude half; CR: Yes; Cost: 1 (See Text).
The fourth step of mastery allows the user to spend an
additional 2 points of chakra to increase the DR by 2 (for The user must have the Shitatchi bloodline ability
a total of DR 6 for 7 chakra), and can be obtained at ECL activated in order to perform this technique.
11. The user quickly shifts into a Dao Shi stance and makes
The fifth step of mastery allows the user to spend an an unarmed attack that deals normal damage.
additional 2 points of chakra to increase the DR by 2 (for Simultaneously, he imbues his chakra into an isolated
a total of DR 8 for 9 chakra), and can be obtained at ECL body part causing it to overflow and explode due to the
15. chakra overload. At this level of the technique, the user
For every 2 additional chakra spent performing this can only cause this chakra explosion in smaller body
technique, the Required Perform Threshold increases by parts. If this maneuver is successful, the user imbues 1d4
2, and the Perform DC by 4. (+1 per 4 levels) points of his own chakra into the target’s
isolated chakra points causing 1d4 damage per chakra
MYUGAN SUTANSU: HANGEKI NO HAISHUTSU (MYUGAN imbued. The chakra cost of this technique is 1 + 1 per
STANCE: DRAINING COUNTERATTACK) point of imbued chakra.
Taijutsu (Stance; Requires Shitatchi (a)) [Myugan
Hijutsu] MYUGAN SUTANSU: KYOSEI CHUNYU JIZEN (MYUGAN STANCE:
Rank: 3 (C); Learn DC: 15, 2 successes; Perform: 5 (DC FORCED INJECTION ADVANCED)
16); Time: 1 attack action; Components: C, M; Save: Taijutsu (Strike; Requires Shitatchi (a); Kyosei Chunyu)
None; Cost: 4. [Myugan Hijutsu]
Rank: 10 (A); Learn DC: 25, 4 successes; Perform: 13 (DC
The user must have the Shitatchi bloodline ability
27); Time: 1 attack-action; Components: C, M; Range:
activated in order to perform this technique.
Melee; Target: One Creature; Duration: Instant; Save:
In this special stance, the user is only able to make a
Fortitude half; CR: Yes; Cost: 2 (See Text).
single attack action each turn. The user cannot move
other than to face a different direction, take attacks of The user must have the Shitatchi bloodline ability
opportunity or use any abilities that would enable him activated in order to perform this technique.
This technique is simply stronger form of the original unarmed damage plus double the user’s Strength
Kyosei Chunyu technique. The user makes an unarmed modifier. If this technique was performed as part of a
attack that deals normal damage. And like before, the charge, the damage adds triple the user’s Strength
user imbues chakra into an isolated body part. modifier.
However, the user may now imbue said chakra into a
larger area of the body adequately. In addition to that,
the user now imbues 1d6 (+1 per 4 levels) points of
SAN TARON SUTORAIKU (THREE TALON STRIKE)
Taijutsu (Strike; Requires BAB +12, Soujutsu: Juugeki
chakra into the opponent’s body causing ld6 damage per
(3)) [Armed]
chakra imbued. The chakra cost of this technique is 2 +
Rank: 9 (B); Learn DC: 23, 3 successes; Perform: 11 (DC
1 per point of imbued chakra.
24); Time: full-attack action; Components: C, M, F,
Mastery – At every odd level of mastery, the amount
Mas; Range: Melee; Target: One Creature; Duration:
of chakra imbued increases by 1 die size. (d8, d10, d12)
Instant; Save: Fortitude partial (see text); Cost: 5.
The damage die remains the same.
The user makes a full attack action gains an additional
MYUGAN SUTANSU: SO JUNBI (MYUGAN STANCE: TOTAL
attack at his highest attack bonus, each of which must be
PREPARATION)
made against a single target. Each hit deals an additional
Taijutsu (Stance; Requires Shitatchi (a)) [Myugan
point of damage, and if the target is hit three or more
Hijutsu]
times he must make a Fortitude save or be stunned for
Rank: 8 (B); Learn DC: 23, 4 successes; Perform: 11 (DC
1d4 rounds and knocked prone.
25); Time: 1 full-round action; Components: C, M; Save:
Mastery – The third and fifth step of mastery in this
None; Cost: 5.
technique increase the bonus damage by 1.
This incredibly advanced martial stance was created Material Focus – The user's spear, naginata or
by the Myugan Monk Order and is designed to ready the quarterstaff.
combatant for any scenario presented in an encounter
without having to resort to physical violence.
SANKATTO: SHODAN DACHI (THREE CUTS: FIRST STANCE)
Taijutsu (Stance; Requires Two-Weapon Fighting (f),
The user spends a full-round action to enter this
BaB +6)
stance. The user can no longer attack or use any other
Rank: 6 (C); Learn DC: 19, 2 successes; Perform: 7 (DC
techniques until this stance is broken or replaced. The
19); Time: (see text); Components: M, F, Mas; Save:
user may only make swift actions and move actions each
None; Cost: 6.
round after activation.
While in this stance, the user gains a +10 bonus to his The user drops in this stance and as part of the
defense and a +5 bonus to saves and skill checks. He technique, draws and wields 3 of the weapon he chose
cannot be caught flat-footed or be flanked. when learning this stance – two in each hand, and one
If an opponent still succeeds on an attack roll against clenched between his teeth. The weapon must be a
the user, the user may spend an instant action to perform melee weapon that is the one below the user’s size
a counterattack at his highest attack bonus. He still takes category or smaller, and could be feasibly held between
damage from the attack normally. the users’ clenched teeth. Ultimately, the GM remains
the final arbiter of what weapon can or cannot be used
in this stance.
NI-SHI KOGEKI (TWO-LIMBED STRIKE)
Entering this stance is a full-round action that may
Taijutsu (Strike; Requires Kensui Teashi Dachi(t))
provoke an attack of opportunity. Should the user have
Rank: 2 (C); Learn DC: 15, 1 success; Perform: 4 (DC 16);
the Quick Draw feat, the perform time is reduced to a
Time: 1 attack action; Components: M; Range: Melee
move equivalent action, but still may provoke an attack
Attack; Target: One creature; Duration: Instant; Save:
of opportunity.
None; Cost: 1.
The user gains a single extra attack as part of this
This technique utilizes the unorthodox Dangling Limb stance – using the weapon held in his mouth. This attack
stance to both catch an opponent off guard while also suffers a -4 penalty to hit due to the unorthodox manner,
striking with additional force. taken from either the users’ highest attack bonus, or the
While in the Taijutsu: Dachi - Kensui Teashi stance, relevant attack bonus if made as part of a full-attack
the user makes melee attack at his highest attack bonus action. The Two-Weapon fighting penalties apply, so a
that uses both his limbs. The attack deals normal full attack action using 3 light weapons with a full-attack
action of +20/+15/+10 would be +18/+18/+14/+13/+8 - (Maximum 3) and target multiple enemies within half
both the Two-Weapon Fighting and the -4 penalty his base movement speed to attack. Attacking this way
stack. incurs a -2 penalty to all attack rolls, and the user must
Any attack made with the weapon held in the mouth succeed a Fortitude save (DC 20) or else be dazed for one
suffers a -2 penalty to the damage roll. As always, round afterwards.
Strength modifier applies, but can never benefit from In addition to the aforementioned abilities, the user of
being held in two hands. In addition, when rolling for this technique may also throw his weapons as an attack
opposed disarm checks, the user suffers an additional -2 action. He may throw a number of his weapons up to his
penalty, on top of any other modifier to the roll. total number of attacks (as per a full attack action).
This stance can be learned multiple times; each time it Throwing weapons that are not designed to be thrown
applies to different held weapon. incurs a -4 penalty to all ranged attacks made in this way.
Mastery – The first step of mastery reduces the penalty If the user can reach his weapons in a single move action
to-hit by -2, to a total of -2. after attacking, he may pick them up and place them in
The second step of mastery reduces the penalty to their respective positions as a free action that does not
damage by -1, to a total of weapon damage -1. provoke an attack of opportunity.
The third step of mastery reduces the penalty to-hit by Mastery – At fifth step of mastery in this technique,
a further -2, to a total of -0. This can only be learned at the user may imbue his weapons with elemental energy
ECL 8. at the cost of 2 chakra per weapon. In addition to the
The fourth step of mastery reduces the penalty to weapon’s normal damage, it now deals 1d6 elemental
damage by a further -1, to a total of weapon damage. damage. The element imbued in each weapon must be
The fifth step of mastery removes the penalty to the user’s primary affinity.
disarm checks, and can only be learned at ECL 12. In Material Focus – Seven bladed weapons, size category
addition, once per encounter, the user can spend an Small or Medium.
action point to enter this stance as a swift action.
Material Focus – 3 held weapons of the same type.
SEISHUKU AME RYUU: HISSORI CHOBO OUDA (SILENT RAIN
STYLE: STILL POINT STRIKE)
SEBUNSODODANSU DACHI (SEVEN SWORDS DANCE STANCE) Taijutsu (Strike) [Armed]
Taijutsu (Stance; Requires Balance and Tumble 12 ranks) Rank: 1 (D); Learn DC: 12, 2 successes; Perform: 3 (DC
[Armed, Killer Bee Hijutsu] 11); Time: 1 attack action; Components: F; Range: Close;
Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 15 (DC Target: One Creature; Duration: Instant; Save: Fortitude
30); Time: 1 full-round action; Components: C, F, M; (negate); Cost: 1.
Save: None; Cost: 6.
The user of this technique makes a precision attack
The user cannot be immobilized or flat-footed when with his Senbon hitting pressure points and cutting off
performing this technique. He draws seven weapons, movement. The user makes a ranged attack with a
size category small or medium, as part of this technique throwing needle that if it hits deals damage and stuns the
and places them in peculiar locations on his body. The target for 1 round.
first two are held in the hinge joint of his right and left Material Focus – Senbon.
arms, another between his shoulder blade and neck, one
in his mouth, under his left armpit, another between the
SEISHUKU AME RYUU: KEIJOURMYAKU (SILENT RAIN STYLE:
hip joint of his right, raised leg and the back leg of the
JUGULAR PIN CUSHION TECHNIQUE)
Taijutsu (Strike; Requires Hissori Chobo Ouda (3),
same raised leg.
Chakra Control 12 Ranks, Knowledge: Earth and Life
While in this stance, the user suffers a -2 penalty to
Sciences 9 Ranks) [Armed]
trip attempts and moves at half his base movement
Rank: 6 (A); Learn DC: 21,4 successes; Perform: 8 (DC
speed. However, the user gains a +4 circumstance bonus
21); Time: 1 attack action; Components: F; Range: Close;
to his melee attack rolls and defense. In addition, during
Target: One creature; Duration: Instant; Save: Fortitude
a full-attack action, the user gains two additional attacks
(partial); Cost: 6.
at his highest attack bonus minus 5. He may also initiate
a spin attack that provokes an attack of opportunity. This A technique perfected purely for the use in
spin attack is considered a full- attack action. The user is assassination, its user throws a number of senbon
able to attack a number of times up to 1 per 4 levels charged with his own chakra at the jugular vein turning
it into a shredded bloody mess to be followed up by the TESSEN GEI HIJUTSU: ZANGANKEN (TESSEN ART SECRET
finishing strike. The user of this technique makes a TECHNIQUE: STONE CUTTER)
ranged touch attack against the target that if it hits deals Taijutsu [Hijutsu]
2d8 damage and the target is knocked unconscious for Rank: 2, (C); Learn DC: 16, 2 successes; Perform: 5 (DC
1d4 rounds and takes an additional 1d4 damage every 15); Time: 1 swift action; Components: F, M, Mas, P;
round until it wakes up. A successful saving throw Range: Melee Attack; Target: Object; Duration: Instant;
instead stuns the target for 1 round. Save: None; Cost: 3.
When the user uses this technique against a creature
This technique may only be used if the object is
whose anatomy he is not familiar with (non-humanoids)
unattended or the object's user is charging or has lost
increase the perform DC by 5.
their Dex bonus to AC. The technique allows the user to
Mastery – At the third stage of mastery increase the
make a Sunder attempt as if they had the feat Improved
damage when unconscious to 1d6.
Sunder, even if the prerequisites are not met. The
Material Focus – Five senbon.
technique also allows for the user to ignore 5 points of
SEISHUKU AME RYUU: SHINJUTSU (SILENT RAIN STYLE: hardness. The tessen also deals slashing damage for this
ACUPUNCTURE TECHNIQUE) attack, non-slashing damage is treated normally (does
Taijutsu (Strike; Requires Chakra Control 4 Ranks, not ignore hardness, effects objects as type).
Hissori Chobo Ouda (t)) [Armed] Mastery – Every odd step of mastery increases the
Rank: 2 (D); Learn DC: 13, 1 success; Perform: 4 (DC 13); hardness ignored by 5 and adds +2 damage to the attack.
Time: 1 attack action; Components: F; Range: Close; At third step mastery, if attacking a reach weapon any
Target: One Creature; Duration: Instant; Save: Fortitude square that could be reached or overshot by the reach
(negate); Cost: 2 weapon may be targeted.
At fifth step mastery, non-slashing damage ignores
Used as a way for practitioners of the Silent Rain Style
hardness and is not reduced by type.
to practice both accuracy and charging their senbon
Material Focus – A tessen of one size category below
with chakra the Shinjutsu combines medical science,
the user.
martial art skill and chakra control to disrupt the flow of
chakra and make it more difficult for an opponent to
perform jutsu. The user of the technique makes ranged WATOJUTSU: CHOUTEN TOU SEI (WATOJUTSU: MORNING SKY
touch attack with a senbon which counts as chakra SWORD RUSH)
enhanced for the purpose of damage reduction and deals Taijutsu (Strike) (Requires: Chouyaku no Jutsu (t)) [Lost
1d4 damage. If the target fails there saving throw they Hijutsu]
receive a -1 penalty to Ninjutsu, Genjutsu, Taijutsu and Rank: 4, C; Learn DC: 18, 2 successes; Perform: 7 (DC
Chakra Control checks made to perform Jutsu for 1 17); Time: 1 attack action; Components: M, F, Mas;
round/level. Range: Melee; Target: One creature; Duration: Instant;
Material Focus – 1 Senbon. Save: Fortitude partial; Cost:4.

SHINOBI HIKEN: DACHI – YUUEN ZURU (SHINOBI SECRETS: This basic Wato technique is performed by planting
STANCE – ELEGANT CRANE) the tip of the sword in the ground and using it as a
Taijutsu (Stance) stepping stone, pulling it up with a sharp tug on the
Rank: 2 (D); Learn DC: 14, 1 success; Perform: 2 (DC 13); tassel.
Time: 1 swift action; Components: M; Saving Throws: The user makes a Jump check (DC 15) at a +4 bonus;
None; CR: None; Cost: 2. for every 10 points he exceeds this check, he gains a +1
bonus to his coming attack roll (minimum +1, maximum
In this stance, the user emulates the graceful
+5). The user makes a single melee attack against his
movements of the crane, granting them a +2 to melee
target and deals damage normally, though he only
touch attacks to hit with Fuinjutsu techniques, Paper
applies half his Strength modifier to attack rolls.
Bombs, Advanced Seals, and other similar objects. The
If the attack hits and deals damage, the subject must
user also gains a +1 dodge bonus to Defense against melee
succeed a Fortitude save to avoid being dazed for 1d4
attacks.
rounds.
Mastery – The fifth step of mastery allows the
technique to be used in conjunction with Shouha Tou
Sei, as a full-attack action. He must be moving at speed
rank 3 or higher to do so. The technique's effective rank from Chakra Control or Ninjutsu techniques can’t be
counts as though it was 3 higher, its perform DC blocked this way.
increases by 8 (in addition to the effective rank increase), If the user succeeds his perform check he completely
and its cost increase by 5, though it cannot be converted evades the attack, though his sword suffers 50% of the
to hit points. damage he would normally suffer, and gains an
Material Focus – The user's Wato, katana, double immediate Attack of Opportunity on his opponent with
katana or hansori. a bonus to attack and damage rolls equal to opponent’s
strength bonus. If the opponent used Power Attack
WATOJUTSU: GOUTSUI TOU SEI (WATOJUTSU: BATTLE WIND during the blocked attack the Attack of Opportunity also
SWORD STRIKE) gains 50% of bonus to damage opponent gained using
Taijutsu (Strike) [Lost Hijutsu]
this feat.
Rank: 8, B; Learn DC: 24, 4 successes; Perform: 11 (DC
If the sword used wasn’t a watou damage suffered from
23); Time: 1 full attack action; Components: M,
blocking the attack ignores weapons hardness. (If the
F; Range: Melee; Target: One creature; Duration:
sword is destroyed by the damage, the attack is still
Instant; Save: Reflex partial; Cost: 6.
blocked but the counterattack can’t be launched).
This technique consists of the user impaling the target Mastery – The user cannot attain a mastery in this
on his sword and then throwing him. The user makes a technique above his own ECL category (see below).
single melee attack with critical range increased by 2. If The first step of mastery in this technique allows the
the attack hits the user throws his opponent 5 ft. per character to evade attacks from opponents whose ECL
point of strength bonus he has in any direction he are up to 10 as an instant action, but evading a character
desires, and the target must make a reflex save or be from an ECL 6 to 10 costs 10 points of Chakra that can't
knocked prone. be converted to hit points.
Material Focus – The user's Wato, katana, double The second step of mastery in this technique allows
katana or hansori. the character to evade attacks from opponents whose
ECL are up to 15 as an instant action, but evading a
WATOJUTSU: KAISHI TOU SEI (WATOJUTSU: SPIRAL PIERCE character from an ECL 11 to 15 costs 15 points of Chakra
SWORD RUSH) that can't be converted to hit points.
Taijutsu (Strike) (Requires: Any two Watou Jutsu The third step of mastery in this technique allows the
techniques) [Lost Hijutsu] character to evade attacks from opponents whose ECL
Rank: 5, C; Learn DC: 20, 3 successes; Perform: 8 (DC are up to 20 as an instant action, but evading a character
18); Time: 1 instant action; Components: M, F, Mas; from an ECL 16 to 20 costs 20 points of Chakra that can't
Range: Melee; Target: One creature; Duration: Instant; be converted to hit points.
Save: None; Cost: 5. The fourth step of mastery in this technique allows the
This sole counter technique of Wato style works by character to evade attacks from opponents whose ECL
blocking the enemy’s attack using end of the hilt, and are up to 25 as an instant action, but evading a character
then launching a counterattack empowered by strength from an ECL 21 to 25 costs 25 points of Chakra that can't
of blocked attack. Kaishi Tou Sei can be used as an be converted to hit points.
instant action, once per round just before an enemy The fifth step of mastery in this technique increases
attack or any effect that requires an attack roll (such as users number of Attacks of Opportunity in round by 1
an attack or a grapple attempt), as long as the user isn't for purposes of performing this technique.
flat footed, denied his Dexterity bonus to Defense, Material Focus – The user's Wato, katana, double
unaware of the attacker and his opponent's ECL is not katana or hansori.
higher than 5. The Perform DC is equal to the WATOJUTSU: SENRAN TOU SEI (WATOJUTSU – THUNDERING
opponent's attack roll (minimum 18), and the user may HAMMER SWORD STRIKE)
not convert the Chakra Cost into hit points. This must Taijutsu (Strike; Requires: 2nd step of mastery in three
be declared before the opponent rolls his attack, and will Watou Jutsu techniques) [Lost Hijutsu]
not provoke an attack of opportunity. If the user cannot Rank: 9, A; Learn DC: 28, 4 successes; Perform: 12 (DC
move, he can't use this technique. If the attack is a 26); Time: 1 full-attack action; Components: M,
confirmed critical, the user suffers a -4 penalty to his F; Range: Melee Attack and Personal (see text); Target:
Taijutsu check to evade the attack. Attacks originating One creature and You (see text); Duration: 1 round (see
text); Save: None; Cost: 13.
This advanced Wato technique consists of user sinking Range: Melee; Target: One creature; Duration: Instant;
to the ground and then launching a seemingly endless Save: None; Cost: 10.
series of slashes at the opponent using the advantage of
A technique similar to Shuugeki Tou Sei, Shouha Tou
centrifugal force. Using this technique, the user makes a
Sei gets power from a push of the user’s other hand
full-attack action against a single creature, and gains an
increasing the strength of this overhead slash. This
additional attack at his highest attack bonus against it
technique acts like Shuugeki Tou Sei but the additional
and his attacks are so fierce that he ignores 1 point of
damage is 1d6 damage per 3 levels of the user (max 5d6,
damage reduction or hardness per 4 character levels (Up
not multiplied on critical hit). Additionally, the attack
to 5 points). All attacks made during this round suffer a
has its critical multiplier increased by 1 (from x 2 to x3).
-2 penalty. This technique's effect does not stack with
Mastery – First, third and fifth step of mastery in this
other nonpermanent bonus attacks (i.e. other techniques
technique increase the cap of additional damage by 1d6
that grant additional attacks outside of speed ranks).
(up to a total of 8d6 at fifth step).
Additionally, all attack directed against the user
With the fourth step of mastery in this technique the
provoke Attacks of Opportunity for the duration of the
user can use it as a part of a charge, but doing so increases
technique (remember that -2 penalty applies also to
Perform DC by 7, and Chakra Cost by 2. If the technique
those attacks of opportunity).
is used this way, the user cannot convert the cost to hit
After the technique ends the user must make fortitude
points.
save (DC 18) or be nauseated for one round.
Material Focus – The user's Wato, katana, double
Material Focus – The user's Wato, katana, double
katana or hansori.
katana or hansori.

WATOJUTSU: SHIKUU TOU SEI (WATOJUTSU – SKY STRIDE WATOJUTSU: SHUUGEKI TOU SEI (WATOJUTSU: KICKING
SWORD STRIKE) SWORD RUSH)
Taijutsu (Strike) [Lost Hijutsu]
Taijutsu (Strike; Requires: Chouten Tou Sei (3) and
Rank: 3, C; Learn DC: 17, 2 successes; Perform: 6 (DC
Sarutobi no Jutsu (5)) [Lost Hijutsu]
16); Time: 1 attack action; Components: M, F,
Rank: 6, B; Learn DC: 25, 3 successes; Perform: 9 (DC
Mas; Range: Melee; Target: One creature; Duration:
21); Time: 1 full-attack action; Components: M,
Instant; Save: None; Cost: 3.
F; Range: Melee; Target: One creature; Duration:
Instant; Save: Fortitude partial; Cost: 6. The most basic technique of Wato style, Shuugeki Tou
Sei is a simple strike with blade kicked up to increase
The advanced Wato jumping technique gets his
power. The user makes a single melee attack, that if hits
strength from the second jump made during the attack.
deals an additional 1d4 damage per 2 levels of the user
The user makes a jump check counted as if he had
(maximum 5d4, not multiplied on critical hit).
running start to launch himself upwards, and then
Mastery – With the third step of mastery in this
proceeds to make a second jump at -5 penalty to propel
technique the user can use it as a part of a charge, but
himself higher and proceeds to make an attack. For every
doing so increases Perform DC by 5, and Chakra Cost by
10 feet upwards that he jumped he gains additional 1d8
1. If the technique is used this way, the user cannot
damage (up to 1 die per 2 levels) and additionally the
convert the cost to hit points.
opponent must make a fortitude save with DC increased
Material Focus – The user's watou, katana, double
by 1 per 20 feet that user jumped or be knocked prone
katana or hansori.
and stunned for one round.
This technique counts as rank 9 for purposes of WATOJUTSU: ZETSUGI - KOFUKU ZETTOUSEI (WATOJUTSU:
determining how long it takes to learn and master ULTIMATE ATTACK - CROUCHING TIGER SEVERING SWORD
Material Focus – The user's Wato, katana, double RUSH)
katana or hansori. Taijutsu (Stance; Requires: Senran Tou Sei (5), 3rd step of
mastery in all other Watou Jutsu techniques) [Lost
WATOJUTSU: SHOUHA TOU SEI (WATOJUTSU: DESTRUCTIVE
Hijutsu]
PALM SWORD RUSH)
Rank: 12, S; Learn DC: 38, 7 successes; Perform: 15 (DC
Taijutsu (Strike; Requires: Watou Jutsu - Shuugeki Tou
36); Time: 1 swift action (see text); Components: M, F,
Sei (2)) [Lost Hijutsu]
Mas; Range: Personal; Target: You; Duration: Stance;
Rank: 6, B; Learn DC: 22, 4 successes; Perform: 9 (DC
Save: None; Cost: 18.
21); Time: 1 attack action; Components: M, F, Mas;
This Wato technique is actually a stance, allowing the regardless of damage dealt (if the user scores a critical hit
user to make the ultimate attack of the style. The user he deals 4 times the damage, not 6 times).
enters a stance with his sword placed along the back of This stance is instantly broken if the user performs any
his hand. technique that has perform time longer time than swift
The technique can be released as an instant action action to perform or moves more than 5 ft. in a round.
anytime the user is targeted by a melee attack. While Mastery – The first, third and fifth step of mastery the
doing so the user gains +1 dodge bonus to defense and distance the user can move without breaking the stance
reflex saves per 3 levels (up to +6) against the by 5 feet.
aforementioned attack, and if said attack misses he can Material Focus – The user's Wato, katana, double
counter with own attack with bonus equal to that of his katana or hansori.
previous dodge bonus. If he hits, he deals triple damage
and the opponent must make a massive damage save
TRAINING
Rank 1
Taijutsu Shuugyou: Heki Atowotsukeru (Training: False Tracks)

Rank 2
Taijutsu Shuugyou: Taikou Yadama (Training: Counter Projectile)
Shuugyou: Tsukamu Debari (Training: Ledge Grab)

Rank 3
General Shuugyou: Tatemae (Training: Tea Ceremonies)
Taijutsu Shuugyou: Chikara Yoga (Training: Power Yoga)
Shuugyou: Katate Oshiageru (Training: One-Handed Push Ups)

Rank 4
CControl Shuugyou: Hoorisuberi (Training: Ice Skating)
Shuugyou: Kinobori no Waza (Training: Method of Tree Climbing)
Shuugyou: Zen Shian (Training: Zen Meditation)

Rank 5
CControl Shuugyou: Samuinnin (Training: Cold Endurance)
Taijutsu Shuugyou: Hissori Yaru (Training: Silent Kill)

Rank 6
CControl Shuugyou: Suimen Hokou no Waza (Training: Method of Water Walking)
General Shuugyou: Kekkei Genkai (Training: Bloodline Limit)
Shuugyou: Kyuushuu Kokorogakeru (Training: Revenge in Mind)
Genjutsu Shuugyou: Washi Kabi Gaikan (Training: Eagle's Splendorous Appearance)
Ninjutsu Shuugyou: Doku Meneki (Training: Poison Immunity)
Shuugyou: Kitsune Warugashikoi Nou (Training: Fox's Cunning Mind)
Taijutsu Shuugyou: Auru Bukimi no Gosei (Training: Owl's Uncanny Wisdom)
Shuugyou: Doryuu Jikyuu (Training: Earth Dragon's Endurance)
Shuugyou: Inoshishi Kichi Karada (Training: Wild Boar's Healthy Body)
Shuugyou: Isshi Oshiageru (Training: Finger Push-Ups)
Shuugyou: Koukotsu Shibutoi (Training: Bone Toughening)
Shuugyou: Kyuu Suto (Training: Swift Strike)
Shuugyou: Saru Tsukamu Bodou (Training: Monkey Snatches Grape)
Shuugyou: Wan Buso Iawnobori (Training: One Armed Rock Climbing)

Rank 7
CControl Shuugyou: Kaiyouhin Chakra Toku (Training: Improved Chakra Conceal)

Rank 8
CControl Shuugyou: Risutoa Shian (Training: Restorative Meditation)
Ninjutsu Shuugyou: Doujutsu Tai (Training: Doujutsu Counter)
Taijutsu Shuugyou: Fukano Shinkekkan (Training: Insurmountable Cardio Gauntlet)
Shuugyou: Koudo Kousen Ryu (Training: Advanced Iron Wire Style)

Rank 9
Taijutsu Shuugyou: Kawasu (Training: Dodge)
Shuugyou: Sakadachi Oshiageru (Training: Hand Stand Push Ups)

TRAINING TYPES techniques it differs in that it needs no special


Training has expanded in this section with the equipment or special foodstuffs, instead it requires that
introduction of General types. General types are not all time spent training must be done in mountainous
categorized under the normal descriptors. Any terrain at an elevation of at least nine-thousand-and-one
techniques that are listed as General allow the user to use feet. By completing this training, the user's Constitution
either Chakra Control, Fuinjutsu, Genjutsu, Ninjutsu or score is permanently increased by 1.
Taijutsu as the source of your skill role in determining if
you succeed in learning the training technique. SHUUGYOU: DOUJUTSU TAI (TRAINING: DOUJUTSU COUNTER)
Training (Ninjutsu; Requires Training (f)) [Deidara
SHUUGYOU: AURU BUKIMI NO GOSEI (TRAINING: OWL'S Hijutsu]
UNCANNY WISDOM) Rank: 8 (A); Learn DC: 23, 4 successes.
Training (Taijutsu)
Rank: 6 (C); Learn DC: 17, 3 successes. After learning this technique, the user must choose
which of his eyes will develop the resistance against
The user gains a +1 inherent bonus to his Wisdom Doujutsu. For as long as only that eye is exposed to the
score. This bonus is permanent. effects of visual attacks, the user may spend an instant
Material Focus – Special scrolls. Purchase DC 22 action and an action point to re-roll any failed saving
Expendable Components – Health drinks and pills. throw against visual attacks, in addition to adding the
Purchase DC 22 result of the action point to the result of the second
saving throw.
SHUUGYOU: CHIKARA YOGA (TRAINING: POWER YOGA)
Training (Taijutsu; Requires Training (f)) SHUUGYOU: FUKANO SHINKEKKAN (TRAINING:
Rank: 3 (C); Learn DC: 16, 2 successes. INSURMOUNTABLE CARDIO GAUNTLET)
Training (Taijutsu; Requires Training (f))
This long training has the character doing advanced
Rank: 8 (A); Learn DC: 24, 5 successes; Components: F,
yoga for a long time to increase strength and flexibility.
X.
At the end of this training the character gains a +2 to
Balance and Concentration. The user gains the feat Run and a +5 ft. increase to
movement speed.
SHUUGYOU: DOKU MENEKI (TRAINING: POISON IMMUNITY)
Expendable Components – Health drinks and lots of
Training (Medical, Ninjutsu; Requires Expert Healer (a))
carbs. Purchase DC: 22
Rank: 6 (A); Learn DC: 19, 3 successes.

Each time the user takes this training jutsu he is able


SHUUGYOU: HEKI ATOWOTSUKERU (TRAINING: FALSE
to build immunity to another type of poison granting the
TRACKS)
Training (Taijutsu; Requires: Track (f))
user a +1 to save DCs against that type if the Fortitude
Rank: 1 (C); Learn DC: 13, 2 successes; Time: 5 minutes;
DC of the poison is under 22. Pick from Contact,
Components: Mas.
Ingested, Inhaled, or Injury.
Mastery – Each odd step of mastery after the first As a result of this technique, the user can create
grants a +1 save to DCs of poisons of that kind. convincing false tracks that can throw a tracker off
Expendable Components – Poisons and antidotes course. The time is reduced by 1 minute (minimum 5
equal to a purchase DC of 20. rounds) for every 3 points the user beats the skill
threshold and perform DC by.
SHUUGYOU: DORYUU JIKYUU (TRAINING: EARTH DRAGON'S
Anyone tracking the user encountering the false tracks
ENDURANCE)
must make a Survival DC 15 or make a new Survival
Training (Taijutsu) [Earth Dragon Hijutsu]
check to track them at a -5. This penalty persists until
Rank: 6 (B); Learn DC: 20, 4 successes.
the tracker successfully makes the check.
This training allows the user to harden his body using If the Survival check fails by 10 or more, they lose the
the brutal but enlightening methods of the Earth trail and for the next 1 minute take a -10 to checks to
Dragons. While the training is similar to other training
track them. After which, they take the aforementioned SHUUGYOU: KATATE OSHIAGERU (TRAINING: ONE-HANDED
-5 until they make the check. PUSH UPS)
Mastery – Each step of mastery increases the Survival Training (Taijutsu; Requires Training (f), Taijutsu 6
DC by 1. ranks)
Rank: 3 (C); Learn DC: 16, 2 successes.
SHUUGYOU: HISSORI YARU (TRAINING: SILENT KILL)
Training (Taijutsu; Requires Training (f)) [Kirigakure This basic training has the character do one-handed
Hijutsu] push-ups to increase balance and strength. At the end
Rank: 5 (C); Learn DC: 19, 3 success this training the character gains a +2 to Balance checks
and Climb checks.
This training teaches swordsmen in the Hidden Mist
to move silently and go in for the kill without the target SHUUGYOU: KAIYOUHIN CHAKRA TOKU (TRAINING: IMPROVED
hearing or seeing them. The character trains walking in CHAKRA CONCEAL)
different types of terrain to gain a feels for moving Training (Chakra Control; Requires Training (f),
silently within each one. At the end of this training the Suppress Chakra (a), Chakra Control 10 ranks)
character gains a +2 bonus to Move Silently and Hide Rank: 7 (C); Learn DC: 20, 2 successes.
checks.
Upon completing this training technique, a user who
SHUUGYOU: HOORISUBERI (TRAINING: ICE SKATING) is attempting to conceal their chakra to be able to ignore
Training (Chakra Control) [Yukigakure] the concentration requirement of doing so and can
Rank: 4 (C); Learn DC: 18, 2 successes. perform other techniques that have a concentration
requirement without issue.
This training helps the character to move on ice faster
than he normally would. The character spends all his SHUUGYOU: KAWASU (TRAINING: DODGE)
time doing various tasks on an ice field. At the end of Training (Taijutsu; Requires Training (f))
this training the character gains a +5 ft. to movement Rank: 9 (A); Learn DC: 24, 4 successes.
when on ice or snow and a +1 to chakra control checks.
Intensive full contact training between a student and
SHUUGYOU: INOSHISHI KICHI KARADA (TRAINING: WILD a teacher. The student dodges as the teacher throws
BOAR'S HEALTHY BODY) punches and tries to hit the student full force. This
Training (Taijutsu) intensive training is reserved for medical ninja of Jounin
Rank: 6 (C); Learn DC: 20, 3 successes; Components: F, level because of the training style and how medical ninja
X. must not be hit so they can heal their comrades in battle.
Upon completion of this training the student gains a +1
The user gains a +1 inherent bonus to his Constitution
Dodge bonus to Defense and a +1 bonus to his Reflex
score. This bonus is permanent.
saves. In addition, after every day of this training the
Material Focus – Sophisticated training equipment
character takes 6d6 lethal damage, which can kill the
(including weight). Purchase DC 20.
character.
Expendable Components – Health drinks and
Extended Training – A character who already has a
pills. Purchase DC: 22.
base Reflex save of 10 or greater must double the amount
SHUUGYOU: ISSHI OSHIAGERU (TRAINING: FINGER PUSH-UPS) of time to gain the training benefits of this technique.
Training (Taijutsu; Requires Training (f), Katate
SHUUGYOU: KINOBORI NO WAZA (TRAINING: METHOD OF TREE
Oshiageru (5), Taijutsu 9 ranks)
CLIMBING)
Rank: 6 (B); Learn DC: 20, 3 successes.
Training (Chakra Control)
You have attained the next level of pushups; you can Rank: 4 (C); Learn DC: 17, 2 successes.
do pushups with just your finger. Upon completion of
Completing this training technique grants a +1 bonus
this training the character gains a +2 bonus to Balance
to Chakra Control checks made to tap reserves and a +1
and Climb checks that stacks with the bonus from Katate
bonus to chakra pool and chakra reserves. The user
Oshiageru.
automatically learns the Kinobori technique if he did not
already know it.
Mastery – At the first step of mastery in this technique
the user may spend 3 chakra and activate Kinobori as a
free action.
At the third step of mastery in this technique the user Special – If you master this to the fifth step for 3
need only spend 2 chakra. different people, you are considered to have mastered it
At the fifth step of mastery in this technique the user for any future characters you relearn this technique for.
need only spend 1 chakra.
SHUUGYOU: KOUDO KOUSEN RYU (TRAINING: ADVANCED
SHUUGYOU: KITSUNE WARUGASHIKOI NOU (TRAINING: FOX'S IRON WIRE STYLE)
CUNNING MIND) Training (Taijutsu; Requires Sleight of Hand 10 Ranks)
Training (Ninjutsu) Rank: 8 (C Rank) Learn DC: 21, 2 successes;
Rank: 6 (C); Learn DC: 20, 3 successes; Components: F, Components: M
X.
Using this advanced training with a battle wire, the
The user gains a +1 inherent bonus to his Intelligence user is able to wrap his wires around the limbs of his foe
score. This bonus is permanent. or another object within range. Using a single battle wire
Expendable Components – Health drinks and pills. on a foe, the user is able to Initiate a ranged grapple. The
Purchase DC: 22 user is free to make attacks with his offhand. If the user
has two battle wire, he is free to make normal ranged
SHUUGYOU: KEKKEI GENKAI (TRAINING: BLOODLINE LIMIT) attacks or another ranged grapple against anyone within
Training (General)
range with his offhand, including his grappled foe, if he
Rank: 6 (C); Learn DC: 18, 2 successes.
can beat his grappled foe(s) grapple check per attack. If
Whether through curiosity, familiarity or deep-seated the user fails this grapple check he cannot make the
hatred, you've studied the ins and outs of a known clan attack (per normal grapple rules) against any foe, not just
and their Kekkei Genkai ability to an extreme level. the one being grappled with. If both hands are occupied
When fighting an opponent with the selected Kekkei (both grappling for instance) the user is able to make
Genkai active, the Ninja gains a +2 bonus on Bluff, unarmed attacks with his feet. (If he can beat both
Listen, Sense Motive, Spot, and Survival checks when grapple checks per attack.)
using these skills against these ninja. Likewise, he gets a While in such a grapple the user may spend the chakra
+2 bonus on weapon damage rolls against them. to activate Kousen Shibari no Jutsu. The user does not
This technique may be taken more than once; each have to make the touch attack against any foe already
time it must be taken for a different Bloodline Limit. grappled, when using Kousen Shibari no Jutsu. In
addition, if the user has two foes grappled when he
SHUUGYOU: KOEMANE NO JUTSU (TRAINING: VOICE MIMICRY activates Kousen Shibari no Jutsu, it effects both targets,
TECHNIQUE) not just one.
Training (Ninjutsu) When grappling an inanimate object, the user is able
Rank: 4 (D); Learn DC: 16, 1 success. to pull things of small size and up to 10 lb. to himself
You learn to mimic the voice, accent and speech harmlessly. the user is also able to pull himself to an
patterns of another creature with near perfect accuracy. unmovable object with a strength check of 10, allowing
To do so, you spend 1 Chakra per minute, and other for easier movement in a variety of directions without
creatures can tell it's a fake voice by making a Listen the need for climb or jump.
check, opposed by your Bluff check, to which you gain Special: This training also grants Kousen Shibari no
a +8 bonus. It the creature knows the owner of the voice Jutsu if the user does not already know it.
you imitate, it gains a +2 to +8 bonus based on how well Material Focus: Battle wire.
they know them (GM's discretion)
This training can be completed multiple times, SHUUGYOU: KOUKOTSU SHIBUTOI (TRAINING: BONE
allowing the mimicry of one specific voice each time. If TOUGHENING)
you are not familiar with the owner of the voice you Training (Taijutsu; Requires Training (f))
attempt to mimic, the training takes ten times as long to Rank: 6 (C); Learn DC: 20, 3 successes.
learn.
Slamming your fist into the ground until they bleed
Mastery – At the first step of mastery you can spend 1
and various other parts of your body, the bones become
Chakra per 10 minutes.
stronger as they heal over and over again. Your legs are
At the third step of mastery the cost is per hour.
beaten until they almost break only to heal and become
At the fifth step of mastery the cost is per day.
harder than ever before. At the end of this training the
character gains an additional +1 bonus to unarmed
damage and Damage Reduction 1/-. In addition, at the This strange training makes the character gain a
end of each day of training the character must make a resistance to cold and is mostly found in ninja villages
Fortitude save DC 10 or take 1 point of temporary with a lot of snow for a long time. The character goes
Strength damage. through various tasks with little to no clothing on. Once
Mastery: At each odd level the user gains +1 to their this training is over the character gains a +4 on Fortitude
Damage Reduction. At each even level the user gains +1 saves to resist cold weather effects.
to their unarmed damage bonus.
SHUUGYOU: SAKADACHI OSHIAGERU (TRAINING: HAND STAND
SHUUGYOU: KYUU SUTO (TRAINING: SWIFT STRIKE) PUSH UPS)
Training (Taijutsu) Training (Taijutsu; Requires Training (f), Taijutsu 12
Rank: 6 (B); Learn DC: 21, 2 successes ranks)
Rank: 9 (A); Learn DC: 21, 4 successes.
This training teaches the character to move swiftly
and go for the kill as fast as possible, at the end of this A character who has completed this training gains a +5
training the character gains a +5 ft. to movement and +1 bonus to Balance checks.
to Reflex saves and Initiative.
SHUUGYOU: SARU TSUKAMU BODOU (TRAINING: MONKEY
SHUUGYOU: KYUUSHUU KOKOROGAKERU (TRAINING: SNATCHES GRAPE)
REVENGE IN MIND) Training (Taijutsu; Requires Training (f), Sleight of Hand
Training (General) 10 ranks)
Rank: 6 (C); Learn DC: 13, 5 successes. Rank: 6 (C); Learn DC: 24, 4 successes.

For weeks, you've trained and trained, determined to Practice makes perfect, especially when aim is
overcome (or kill) a single being. They may be a rival involved. With this training, you've worked on the
you hope to surpass, or a sensei you wish to impress. motions of plucking something small and soft from a
Most likely, it's someone you want to kill. slight cavity - not very practical. Unless you count, of
Every time you interact directly against that character, course, the eyes.
you add a +1 to every roll related to opposing them - to Normally, making a called shot to the eyes is a -12.
hit, damage, saves vs. their jutsu, intimidate checks - This training reduces the penalties by 1 at each odd level
anything the GM finds suitable. of mastery, to extricate an opponent's eye with your bare
Each time this technique is trained the user applies it hands.
to a new specific person.
SHUUGYOU: SUIMEN HOKOU NO WAZA (TRAINING: METHOD OF
SHUUGYOU: RISUTOA SHIAN (TRAINING: RESTORATIVE WATER WALKING)
MEDITATION) Training (Chakra Control)
Training (Chakra Control) Rank: 6 (B); Learn DC: 20, 3 successes.
Rank: 8 (B); Learn DC: 22, 4 successes.
Completing this training technique grants a +1 bonus
Chakra is a ninja’s most important tool, and as such, to Chakra Control checks made to tap reserves and a +2
being able to regain chakra during sleep is very bonus to chakra pool and chakra reserves. The user
important. This training involves a special form of automatically learns the Tadayou technique if he did not
meditation used when sleeping. After finishing the already know it.
training, the user can enter a deep REM-like sleep, that Mastery – At the first step of mastery in this technique
helps restore chakra reserves better than normal sleep. the user may spend 3 chakra and activate Tadayou as a
The user uses Constitution or Wisdom (whichever they free action.
derive their bonus chakra pool from) to determine At the third step of mastery in this technique the user
chakra reserve recovered in addition to their normal need only spend 2 chakra.
recovery based on level. At the fifth step of mastery in this technique the user
The technique does not cost any chakra, but it does need only spend 1 chakra.
require the user have at least 1/10th of its original
chakra.
SHUUGYOU: TAIKOU YADAMA (TRAINING: COUNTER
PROJECTILE)
SHUUGYOU: SAMUINNIN (TRAINING: COLD ENDURANCE) Training (Taijutsu; Requires Training (f))
Training (Chakra Control) Rank: 2 (C); Learn DC: 14, 2 successes.
Rank: 5 (C); Learn DC: 20, 3 successes.
The user may intercept a projectile with his own. You enemy increase their Escape Artist DC by 1 and their
may ready an action to intercept the projectile. Make an Break DC by 1.
attack roll opposed to the opponent's attack roll. If you Mastery – Each step of mastery grants an additional 1
succeed, the attack misses. If you fail by less than 10, the hardness and 5 hit points and further increase the Escape
attack receives a -5. Artist DC by 1 and Break DC by 1 to the user’s Mokuton
Defensive Maneuver: The Defensive Maneuver costs 1 techniques.
point of chakra, and can be done up to 1 time per day.
The attack avoided must be from a creature with a
SHUUGYOU: WAN BUSO IAWNOBORI (TRAINING: ONE ARMED
Challenge Rating equal or lesser than his level, or 1
ROCK CLIMBING)
Training (Taijutsu; Requires Training (f) Climb 10 ranks)
(whichever is lower). The user cannot avoid an attack if
Rank: 6 (B); Learn DC: 20, 3 successes.
he is unaware of the attack.
You suffer any range penalties to the attack roll as per Through mountainous terrain you climb to the top.
the projectile used. It may not be any more than one size This training involves climbing dangerous cliffs with
category smaller than the projectile it is intercepting. one hand tied behind your back. The character must be
This technique does not draw a weapon for you, the around mountainous terrain to learn this training. At the
user must either have one in his hand or have the Quick end of this training the character gains a +5 inherent
Draw feat, or make use of the kunai and shuriken draw bonus to Climb checks. Additionally, if the character is
feature. reduced to climbing with only one hand, they may
continue to climb using one hand instead of being
SHUUGYOU: TATEMAE (TRAINING: TEA CEREMONIES)
unable to move.
Training (General)
Mastery – Each step of mastery gives the user a +1 to
Rank: 3 (C); Learn DC: 19, 1 success.
the Reflex save.
You've been taught the ancient and beautiful art of
serving and drinking tea. The incredible poise and
SHUUGYOU: WASHI KABI GAIKAN (TRAINING: EAGLE'S
patience required for such a thing grants you a +2 bonus
SPLENDOROUS APPEARANCE)
Training (Genjutsu)
on Bluff, Diplomacy and Perform (Dance), as well as the
Rank: 6 (C); Learn DC: 20, 3 successes; Components: F,
ability to delay any of your actions without penalty.
X
SHUUGYOU: TSUKAMU DEBARI (TRAINING: LEDGE GRAB)
The user gains a +1 inherent bonus to his Charisma
Training (Taijutsu; Requires Training (f), Climb 5 ranks,
score. This bonus is permanent.
Jump 5 ranks)
Expendable Components – Health drinks and pills.
Rank: 2 (C); Learn DC: 13, 2 successes.
Purchase DC: 22.
If the character fails a horizontal jump check by less
than 10, the user doesn’t clear the distance, but can make
SHUUGYOU: ZEN SHIAN (TRAINING: ZEN MEDITATION)
Training (Chakra Control)
a Reflex save (DC 15) to grab the far edge of the gap. The
Rank: 4 (B); Learn DC: 18, 2 successes.
character ends his or her movement grasping the far
edge. If that leaves the character dangling over a chasm You have trained yourself in being one with the world
or gap, getting up requires a move action and a Climb and one with yourself. Once per day, you may gain an
check (DC 15). additional +4 on any Chakra-Control Check.
SHUUGYOU: TSUKISENU MOKUZAI (TRAINING: ENDURING
WOOD)
Training (Ninjutsu) (Requires Mokuton Affinity)
Rank: 6 (A); Learn DC: 20, 4 successes; Components:
Mas.

The user learns to create more and more dense wood


using their Mokuton affinity creating stronger barriers
and ensuring their traps ensnare the enemy more
effectively. The user’s Mokuton techniques that create
barriers gain an additional 1 hardness and 5 hit points.
The user’s techniques which capture or grapple an
CHAPTER 9: BLOODLINES & TEMPLATES
AJNA BINDU [DOUJUTSU] THIRD EYE (SU)
When an Ajna Bindu wills it, they can open a third eye
From the Hindu concepts of Ajna, meaning on their forehead which functions in every way like a
‘Command’, and Bindu, meaning ‘point’ to take the physical eye. A Third Eye user’s chakra turns white.
meaning ‘Point of Command’, Ajna Bindu has two parts. The character manifests this ability as an attack action
The first is the physical transformation. When activated that does not provoke an attack of opportunity. He or
Ajna Bindu opens a third eye in the center of the user’s she gains an insight bonus to Defense, Chakra Control
forehead. The second is the spiritual transformation and Sense Motive checks, and Genjutsu checks to detect
which manifests by using chakra to increase the illusions.
chemical melatonin in the pineal gland of the brain to In addition, the character can attempt to make a Sense
induce a quasi-dreamlike state of mind. Motive Check with a DC of 10 + the opponent’s Will
save bonus to create an emotional link with one
REQUIREMENTS opponent as a free action once each turn. So long as the
MINOR
Skills: Diplomacy 2 ranks user maintains the connection the user gains a +1 to The
Feats: Advanced Bloodline (Ajna Bindu) DC of the character's Doujutsu techniques while his
Third Eye is active. The number of characters a Third
INTERMEDIATE Eye user can connect with at one time is equal to the
Skills: Diplomacy 3 ranks
number associated with ‘Third Eye’ in the chart. In
Feats: Advanced Bloodline (Ajna Bindu)
addition, the user’s illusions that do no damage get a
TABLE: AJNA BINDU BLOODLINE TRAITS bonus against being dispelled equal to the bonus.
The character can concentrate for a move-equivalent
Ajna Bindu Ajna Bindu
action to gain the ability to See Chakra for as long as he
Level Minor Intermediate
concentrates, plus 5 rounds. Concentrating this way is
1st — —
the same as if he were concentrating on a technique.
2nd — Third Eye +1 The Ajna costs 1 point of chakra every round to
3rd Third Eye +1 Fatal Intuition +1 maintain. Deactivating this ability and maintaining the
4th — — emotional connection with an opponent is a free action.
5th Fatal Intuition +1 Third Eye +2 FATAL INTUITION (SU)
6th — — The character gains an insight bonus to Genjutsu DCs
and Will saves while the Third Eye is active.
7th High Speed Sight 1 —
8th — Third Eye +3
HIGH SPEED SIGHT (SU)
When the Third Eye is active, the character gains a
9th Third Eye +2 Fatal Intuition +2 high speed sight of the specified amount for as long as he
10th — Deep Meditation can See Chakra.
11th Deep Meditation Third Eye +4 DEEP MEDITATION (SU)
12th — High Speed Sight 2 When out of combat, an Ajna Bindu user can perform
13th Fatal Intuition +2 — a special form of meditation with the third eye open.
During this meditation, the Ajna Bindu user does not
14th — Third Eye +5
suffer the chakra cost of opening the third eye and they
15th Third Eye +3 Fatal Intuition +3 can allow a number of allies to join the meditation equal
16th — — to their Third Eye bonus. While in this meditation all
17th High Speed Sight 2 Third Eye +6 participants receive a +4 bonus to learn checks for
Genjutsu and Chakra Control [Spirit] Techniques. Any
18th — High Speed Sight 3
involved in the deep meditation can “train” with this
19th Third Eye +4 — bonus without ever actually leaving the meditation.
20th — — Those training in this manner appear to simply be
meditating to all outside of the meditation but their
chakra appears to flicker as if they were using a
technique. It is not possible to use an implement to gain
a bonus in training while in Deep Meditation but one TABLE: AKEKOCHUU BLOODLINE TRAITS
can tutor or be tutored, providing the tutor is part of the Akekochuu Akekochuu Akekochuu
meditation. Despite being a special kind of training, Level Minor Intermediate Major
Deep Meditation suffers all of the usual penalties Heedless of Heedless of Immortal
involved with training including chakra cost. In 1st
Danger Danger Fortitude 2
addition, those in deep meditation are completely Heedless of
unaware of their environment, though direct physical 2nd — —
Danger
contact breaks the meditation. Body Over
3rd — —
Mind
AJNA BINDU FEATS Body Over Immortal
4th —
BATTLE READY (THIRD EYE) [META-CHAKRA] Mind Fortitude 3
You are quick in activating your Third Eye in battle. Body Over Immortal
5th —
Prerequisite: Advanced Bloodline (Ajna Bindu), Third Mind Fortitude 1
Eye +2. 6th — — —
Benefit: The character may spend 1 meta-chakra Immortal No Challenge
7th —
charge to activate the Third Eye ability as a swift action. Fortitude 2 Too Great
Immortal Immortal
8th —
Fortitude 1 Fortitude 4
AKEKOCHUU 9th — — —
Immortal
The Bloody Butterfly exists as a bloodline passed down 10th — —
Fortitude 5
the Kyusuki line since its founders crushed all the other
Immortal
clans that possessed the same energy. The bloodline 11th — —
Fortitude 3
originated from a great Caterpillar Demon who
Immortal
cultivated powerful souls in order to create a cocoon. 12th — —
Fortitude 2
Once it was finished, the Demon would use the spilled
No Challenge Immortal
blood and powerful spirits to transform into a beautiful 13th —
Too Great Fortitude 6
butterfly. However, the caterpillar demon did not expect
its children to rebel. 14th — — Insurmountable
The rebellion shed much blood, but the caterpillar lay No
Immortal
dead and the captured spirit energy empowered the 15th Challenge —
Fortitude 4
Too Great
surviving ninja. The ninja went their separate ways and
lived in peace for some time, until the two grand- Immortal Immortal
16th —
Fortitude 3 Fortitude 7
daughters of the youngest shinobi slaughtered all others
who held their powerful gift. 17th — Insurmountable
Immortal
REQUIREMENTS 18th —
Fortitude 5
Unbreakable
MINOR
Skills: 2 ranks in Treat Injury, 2 ranks in Intimidate. Immortal
19th — —
Feats: Advanced Bloodline (Akekochuu) Fortitude 4
20th — — —
INTERMEDIATE
Ability Scores: Constitution 16, and either Intelligence
14 or Wisdom 14. IMMORTAL FORTITUDE (EX)
Skills: 3 ranks in Treat Injury, 3 ranks in Intimidate. The character gains a Fast Healing ability equal to the
Feats: Advanced Bloodline (Akekochuu) given number. This ability is active as long as the
MAJOR character does not engage in strenuous activities such as
Ability Scores: Constitution 18 and either Intelligence training, traveling, or other physically intensive or
16 or Wisdom 16. mentally exhausting exercises.
Skills: 4 ranks in Treat Injury, 4 ranks in Intimidate. HEEDLESS OF DANGER (EX)
Feats: Advanced Bloodline (Akekochuu), Light Sleeper The Akekochuu drains the common sense of the
character and renders her incapable of judging true
danger. The character gains a bonus on saves against Fear AOI
equal to 1/2 her character level as long as she is above
1/4th of her maximum HP. The character cannot flee
REQUIREMENTS
Ability Scores: Wisdom or Charisma 16
from a battle until she has taken enough damage to be
Skills: Handle Animal 4 ranks
reduced below 1/2 of her maximum HP.
Feats: Advanced Bloodline (Aoi), Moujuu Aishou
BODY OVER MIND (EX)
The character can break herself of fear or mental control TABLE: AOI BLOODLINE TRAITS

through her unwavering faith in herself. The character Aoi


may, as a reaction, spend a number of chakra points up Level Major
to her Immortal Fortitude bonus. This chakra cannot be 1st Acute Sense of Smell, Track
converted to hit point damage. The character 2nd Skill Focus (Handle Animal or Survival)
immediately gains an insight bonus equal to the spent 3rd Keen Senses +1
chakra on Will Saves. 4th —
NO CHALLENGE TOO GREAT (EX) 5th Adrenaline Surge/1
A step further down the recklessness line, the 6th —
character becomes so sure that she cannot fail that she
7th Keen Senses +2
cannot and will not give up. The character gains a bonus
8th Predators Instincts
equal to her Immortal Fortitude number when she
attempts a skill check or attack roll against an opponent 9th —
who stands in her way. This ability is only active when 10th Adrenaline Surge/2
the user is below 1/2 her maximum HP. 11th Keen Senses +3
As long as the character is above 1/4th her maximum 12th Scent
HP, the character cannot turn away from a challenge 13th —
and must respond with the full force of her abilities.
14th Keen Senses +4
Normally, this involves a fight, but an enterprising
15th Adrenaline Surge/3
Kyusuki knows that not every question has "Punch it
until it stops bleeding" as an answer. 16th —
17th —
INSURMOUNTABLE (SU)
No shinobi can overcome a dedicated Kyusuki. The 18th —
character may, as a move action, spend an action point 19th Keen Senses +5
to regain a number of HP equal to her Immortal 20th Adrenaline Surge/4
Fortitude number times two. Unfortunately, this ability
comes at a great cost. The character may no longer turn
KEEN SENSES (EX)
away from any challenge, regardless of her current HP.
An Aoi are born with better senses than most. They
She can only be removed when she is unconscious.
gain a boost to Search, Spot, and Listen checks.
UNBREAKABLE (SU) PREDATORS INSTINCTS (EX)
A true paragon of the Kyusuki line: The Unbreakable
As an Aoi master's their bloodline they are able to
Shinobi! The character may, as a swift action, spend an
apply their Keen sense modifier to Melee Attack rolls
action point to regain their maximum HP. This ability
and Reflex saves.
may only be used when the character is between -1 and
-9 HP. The character is rendered unconscious but will ADRENALINE SURGE (EX)
continue to fight via muscle memory. The character does A number of times per day specified, the character is
not fall prone, but she does drop everything she's able to gain an adrenaline surge as an free action. The
holding. The character fights on using unarmed attacks, adrenaline surge only remains available for the action it
but she is treated as being Blinded for all attacks made was declared for, and if left unused, is wasted. The
by her and against her. adrenaline surge grants the character a +1 circumstance
bonus every two levels (maximum +10) to a single attack
roll, Reflex save or Defense against a single attack, or to
any check made to use a technique as a defensive
maneuver or while avoiding an attack. If the adrenaline
surge is used to gain a bonus to a Reflex saving throw or
to Defense, the surge consumes a daily use of both particularly running water, ruins a trail for air-breathing
defensive maneuver and avoiding an attack. creatures. Water-breathing creatures that have the scent
ACUTE SENSE OF SMELL (EX) ability, however, can use it in the water easily.
In many ways, the sense of smell of an Aoi is a lot like False, powerful odors can easily mask other scents. The
the sent ability but without the automatic nature of presence of such an odor completely spoils the ability to
scent. An Aoi nose allows it to locate and identify certain properly detect or identify creatures, and the base
races and creatures by their smell, and to aid in tracking Survival DC to track becomes 20 rather than 10.
it. Track: To find tracks or follow them for one mile
An Aoi automatically gets to attempt a DC 10 Wisdom requires a Survival check. The character must make
check to detect an animal within 30 feet, regardless of another Survival check every time the tracks become
concealment. If the animal is upwind, the range at which difficult to follow.
an Aoi can detect it doubles. If it is downwind, the range The character moves at half his or her normal speed
is halved. (or at the character's normal speed with a -5 penalty on
An Aoi has a better ability to detect and distinguish the check, or at up to twice the character's speed with a
the scents of creatures than a normal human. This gives -20 penalty on the check). The DC depends on the
the lupine a +5 racial bonus on Spot checks made to surface and the prevailing conditions.
oppose a known individual's Disguise check if the If the character fails a Survival check, he or she can
individual comes within 5 feet. retry after 1 hour (out-doors) or 10 minutes (indoors) of
An Aoi within 5 feet of an invisible or hidden creature searching.
is entitled to a DC 10 Wisdom check as a free action to DC
pinpoint that creature. Condition Modifier
An Aoi gains a +2 racial bonus on all Survival checks
Every 3 targets in the group being tracked -1
made to follow tracks. Aoi can't track by smell alone, but
the olfactory clues they find aid their tracking Every 24 hours since the trail was made +1
techniques. Every hour of rain since the trail was made +1
Aoi take a -2 penalty on all saving throws against Fresh snow cover since the trail was made +5
attacks based on odor.
Scent: This ability lets a creature detect approaching
enemies, sniff out hidden foes, and track by sense of BEARER OF THE KAPPA (TEMPLATE)
smell. A creature with the scent ability can detect
opponents by sense of smell, generally within 30 feet. If Somehow the spirit of a Kappa has been entombed in
the opponent is upwind, the range is 60 feet. If it is your own body. Whether this was sealed within you
downwind, the range is 15 feet. Strong scents, such as before your birth or even more unusual after your birth,
smoke or rotting garbage, can be detected at twice the you forever have the blessings of the water spirits, but
ranges noted above. Overpowering scents, such as skunk the curse of the kappa within you. You are forever
musk, can be detected at three times these ranges. regarded with distrust just as the Kappa who are famous
The creature detects another creature’s presence but not for their pranks and tricks that sometimes go too far, like
its specific location. Noting the direction of the scent is murder. Faint scales can be seen across your face in
a Move action. If it moves within 5 feet of the scent’s unusual patterns, each individual displays different
source, the creature can pinpoint that source. patterns on their scales and the scales are located in
A creature with the Track feat and the scent ability can different places on each bearer’s face. One rule remains
follow tracks by smell, making a Wisdom check to find consistent, the scales are very obvious to those around
or follow a track. The typical DC for a fresh trail is 10. them.
The DC increases or decreases depending on how strong Using the power of the Kappa you are able to exert
the quarry’s odor is, the number of creatures, and the age control over water, making you an unmatched force
of the trail. For each hour that the trail is cold, the DC near rivers and oceans.
increases by 2. The ability otherwise follows the rules for This inherited template can be applied to any creature.
the Track feat. Creatures tracking by scent ignore the
Type: Same as base creature, but gains Demonic subtype.
effects of surface conditions and poor visibility.
Skills: The character suffers a -4 to all Charisma-based
Creatures with the scent ability can identify familiar
skills except Genjutsu.
odors just as humans do familiar sights. Water,
Feats: The base creature gains Improved Chakra Pool for Using the water to float higher than 5 feet above the
free upon receiving this template, and said feat will ground requires a Concentration check (DC 20) and
always be available in any Bonus Feat list to the host. spending 2 points of chakra each round to avoid the mass
Special Attacks: Water’s Embrace, Water Shuriken of water losing shape and dropping whatever it is
Special Qualities: Water’s Embrace, Water Manipulation holding.
Level Adjustment: +2 The user can command a mass of water equal to five
Challenge Rating: +1 times his own weight to move at the same speed he can,
WATER’S EMBRACE (SU) but may only command a mass equal to his own weight
Using the water around him, the bearer of Water Spirit to follow him during transportations, such as Shunshin
is able to form gigantic arms or shapes of water to slam no Jutsu or Shunpo (counts as a weightless creature). The
into his enemies. The bearer can use a mass of range of control the bearer has over the water is limited
water equal to his body weight to deliver an attack to 30 feet.
within 30 feet as long as his chakra pool is 1 or higher. WATER SHURIKEN (EX)
Although this attack is considered a natural attack, the The Bearer of the Kappa is able to throw shuriken
bearer can still deliver multiple attacks during a full made from his own water. Each shuriken requires an
attack action, depending on his base attack bonus. attack roll, and he can throw 4 per round at his highest
The character still threatens only the squares adjacent to attack bonus. A Water Shuriken deals 1d6 plus his
him despite the range of this attack. modified Strength score points of piercing damage and
The attack deals damage as a slam attack from a has a range increment of 50 feet.
magical beast one size larger than the character with his
Strength score, plus one-half his level (round down).
The attack increases in size by one category every 5 BYAKUGAN [DOUJUTSU]
levels. The water also gains a +4 bonus to
grapple checks, but does not benefit from speed or BYAKUGAN FEATS
strength ranks or non-permanent bonus to Strength or
size.
ENDURING EYE
Prerequisite: Byakugan +2, Con or Wis 16
At 10th level, the bearer can deal damage as a claw
Benefit: The character has become accustomed to
attack instead. The water's embrace can be shaped at the
using his Byakugan, they pay 1 less chakra each time
bearer's will (being mindful of the embrace's size, at the
they must pay the cost for the Byakugan to remain
GM's discretion), but doing so does not increase or
active.
reduce the damage it can deal. Regardless of its shape,
the water's embrace will always appear to obviously be EPIC BYAKUGAN [EPIC]
a water construct unless it is somehow disguised. Your ability at maintaining the Byakugan activated for
The bearer can still attack airborne creatures without a long time improves further, enabling you to keep your
being hindered by the normal limitations of making Byakugan activated, to some extent, most of the day.
water levitate (see below). Prerequisite: Byakugan Eye +3, Spot 18 ranks, Sense
WATER MANIPULATION (SU) Motive 18
The bearer of the Water Spirit, regardless of his will, Benefit: You gain the ability to partially activate your
is always protected by water. Whenever he finds himself Byakugan eye. In this state, the
within 30 feet of water, the bearer gains a + 5 deflection Byakugan Eye only grants half its standard bonus,
bonus to defense against the first attack per 5 levels rounded up (maximum +3), and you cannot use any
(minimum 1, maximum 4) in a round, after which the abilities relevant to the Byakugan eye (such as Combat
deflection is negated until the next round, a ray attack Insight, Keen Sight, or High-Speed Sight).
counts towards this limit and are also blocked if they’re
within the amount that can be blocked. You may still perform techniques requiring the
The water can be used to carry weight with its Byakugan to be active, use Telescopic eye or concentrate
equivalent strength score (see Water's Embrace), so long to See through Chakra.
as it remains within 30 feet of the bearer, separate from
the bearer's own carrying capacity, though only as a The cost of Epic Byakugan is paid every 10 minutes (1
creature of the same size as the user (typically Medium- point of chakra), rather than every two rounds.
sized, with no multiplier for being a larger creature).
CHAKRA RESONANCE Chakra Enhanced Strength: The user’s limbs are
coated in chakra and allow him to deal increased
The members of the Kyomei clan were once regarded damage. All unarmed melee attacks deal an additional
as some of the strongest feudal warriors of their time. amount of damage equal to the number indicated in the
Sadly, with the changing times and the countless wars, chart.
their stronghold in the Grass Country was sacked and its Chakra Shield: The user can thicken his skin by
members scattered throughout the world. However, pushing chakra out of his pores to strengthen his natural
ninja lore still spins tales of Kyomei clansmen and their defense. The user gains a damage reduction against all
powerful bloodline. damage types equal to the number indicated in the chart.
REQUIREMENTS Burst Speed: The user focuses his chakra on the tips of
Ability Scores: Constitution 16 his feet to significantly increase his overall speed. The
Skills: Chakra Control 4 ranks, Concentration 2 ranks. character increases the number of squares (5 feet) he can
Feats: Advanced Bloodline (Chakra Resonance). move per round by the number indicated in the chart.
Chakra Vision: The user can focus his chakra into his
TABLE: CHAKRA RESONANCE BLOODLINE TRAITS
eyes to significantly enhance his vision. While this
Chakra Resonance ability is active, the user gains High Speed Sight equal to
Level Major the indicated number above as well as the ability to see
1st Chakra Resonance +1 much further than the average person. He suffers a
penalty to Spot checks after 2 squares (10 feet) plus the
2nd Sense/Suppress Chakra
indicated number, instead of solely every 2 squares (10
3rd Full Effect 1/day feet).
4th — The user of this ability may switch between
5th Chakra Resonance +2 enhancements as a swift action, once per round, that
6th Chakra Restoration does not provoke an attack of opportunity. This ability
costs 1 chakra per round to maintain. Deactivating this
7th —
ability is a free action; however, the user will be dazed
8th — after deactivation for 1 round.
9th Full Effect 2/day
SENSE/SUPPRESS CHAKRA (SU)
10th Chakra Resonance +3 By 2nd level, the character can sense and suppress
11th — chakra naturally.
12th — FULL EFFECT (SU)
13th Supercharged Resonance A number of times per day, the user may utilize all
four of the Chakra Resonance abilities simultaneously
14th —
for 3 rounds. The chakra cost is doubled per round while
15th Chakra Resonance +4 this ability is in effect.
16th —
BONUS FEATS
17th — The character gains the Chakra Restoration feat at 6th
18th Full Effect 3/day level.
19th — SUPERCHARGED RESONANCE (SU)
20th Chakra Resonance +5 Once per day, the character can supercharge his
Chakra Resonance ability to its very peak. For 1 round
per Constitution modifier score, the character may use
CHAKRA RESONANCE (SU) all four abilities simultaneously at double the indicated
The wielder of this bloodline has immense control Chakra Resonance number (See chart). This ability costs
over his chakra system and is able to push it through his triple the normal chakra cost as noted above.
pores and manipulate it in different ways to enhance his The character may not deactivate this ability freely
abilities. This ability requires an attack action that does and must instead spend a full-round action to deactivate
not provoke an attack of opportunity to activate. Once it prematurely. Once this ability ends, the character
activated, the user may choose one of the following must succeed a chakra control check (DC 20) or else
ability enhancements: instantly be drained of 2d6 chakra from the intense use
and manipulation of chakra. He must also succeed a fouler than the demons whose blood they purportedly
Fortitude save (DC 20) or become fatigued. share.
REQUIREMENTS
Ability Scores: Strength 15.
CHILD OF THE WILD Feats: Advanced Bloodline (Chi no Bousou), Power
Attack
CHILD OF THE WILD FEATS
TABLE: CHI NO BOUSOU BLOODLINE TRAITS
ANIMAL BOND Chi No Bousou
Prerequisite: More than 1 animal companion.
Level Major
Benefit: The character may treat one of their
1st Riot of the Blood +2
secondary animal companions as though it were 3 levels
higher. 2nd Infernal Constitution 2 (10)
Normal: Typically, additional animal companions are 3rd Dreadful Personage +1
based off your level minus 3 per extra. -3 for the 2nd, -6 4th —
for the 3rd, etc.
5th Infernal Constitution 3 (15)
Special: This feat may be chosen multiple times. Each
time it is chosen it may be applied to the same animal or 6th The Blood that Hates, Dreadful Personage +2
another as long as the animal would not exceed the level 7th Riot of the Blood +4
of its owner. 8th Monstrous Physique
BLOODHOUND 9th Dreadful Personage +3
Prerequisite: Boost Scent (lesser) 10th Infernal Constitution 4 (20)
Benefit: The character is able to pinpoint the location 11th —
of a creature using Scent. You must be within 10 ft. of
12th Dreadful Personage +4
the creature to pinpoint their location.
Normal: Typically, with Scent you may detect 13th —
creatures but not pinpoint their location. 14th Riot of the Blood +6

ONE WITH NATURE 15th Infernal Constitution 5 (25)


Prerequisite: Aware +2 16th Dreadful Personage +5
Benefit: The character receives an additional +3 bonus 17th —
to each skill he normally gets a bonus for, upon reaching
18th Dreadful Personage +6
that level. So, a level 1 character receives their +2 on
Handle Animal checks will receive an additional +3 to 19th —
those checks but not a +3 to Spot or Survival until 20th Infernal Constitution 6 (30)
reaching the levels that grant those bonuses.

RIOT OF THE BLOOD (SU)


CHI NO BOUSOU The character can enter a bloodthirsty rage in combat.
While under the effects of Riot of the Blood, he
Of the great many clans who claim descent from the temporarily gains a bonus to his Strength and
various demon tribes of yore, few families manifest Constitution scores but takes a -2 penalty to his Defense.
abilities half as terrifying as the Yato clan and the Oni Riot of the Blood lasts a number of rounds equal to 3 +
blood that they lay claim to. Though deceptively human the character’s (newly improved) Constitution modifier.
by most appearances, the Yato manifest the remnants of To end Riot of the Blood before its duration expires, the
their infernal ancestry through their blood to empower character may attempt a Will save once per round as a
themselves at the expense of their own humanity. free action. The DC is equal to 13 + ½ the character’s
Through the use of their bloodline, the mercenary Yato level. Success ends the rage immediately; failure means
have carved a bloody notch in the history books as it continues. The effects of Riot of the Blood do not stack
implacable killing machines who turn the tides of battle with the Beastmaster’s frenzy class feature or similar
in one fell swoop. They are known as blood-thirsty abilities.
shinobi whose killing instincts and insatiable hunger for The character can Blood Riot once per day as a free
battle have given them a reputation even greater and action and gains an additional usage per day every 5
character levels. Even though this takes no time, he can CLAY ARTIST (TEMPLATE)
do it only during his turn and not in response to
another's action. A creature is considered a “clay artist” after performing
While enraged, the character cannot use any the kinjutsu technique Kuchi Sakusei no Jutsu that
Charisma-, Dexterity-, or Intelligence-based skills creates mouths on the body in order to use Kibaku
(except for Intimidate), the Concentration skill or any Nendo techniques. Such transformations include two
abilities that require patience or concentration, nor can mouths on the palm of each hand and one on the user’s
he perform Chakra Control, Genjutsu or Ninjutsu chest. Withdrawing a bit of clay from his pouch, one of
techniques. He can use any feat he has except Combat the mouths can consume the clay, imbue it with his
Expertise or meta-chakra feats. Explosive chakra and fashion it into a creature. The user
While under the influence of Riot of the Blood, the will retain control over the item and can decide what
character must attack those he perceives as foes to the actions the clay art will take.
best of his ability. Should he run out of enemies before
Skills: Craft (Visual Arts) is always a class skill.
Riot of the Blood expires, his rampage continues
Special Qualities: Kibaku Nendo Mouths.
regardless. He must then attack the nearest creature
Effective Character Level Adjustment: +1.
(determine randomly if several potential foes are
Challenge Rating: +0.
equidistant) and fight that opponent without regard to
friendship, innocence, or health (the target's or his own). EXPLOSION RELEASE
When Riot of the Blood ends, the character is fatigued Kibaku Nendo techniques are a combination of
for the duration of the encounter. If the character is still Explosion Release as well as Earth Release. The Fire and
under the effect of a rage ability, the fatigued condition Lightning natures make up the Explosion Release but the
does not apply until the rage ends—at which point the manipulation of the clay utilizes Earth Release. In order
character is exhausted, not merely fatigued. to benefit from this template the user needs Explosion
Release and Earth Release, without these the user will
INFERNAL CONSTITUTION (SU) not be able to use the Kibaku Nendo techniques.
As a move action the character gains the fast healing
ability and may heal an amount of hit points per day up NINJA CLAY
to the number listed within the parenthesis on the table The Clay Artist develops the ability to use Earth
above. The character can end Infernal Constitution as a Release to manipulate rock and water within the earth
free action at the start of his turn in order to spread out to create special clay utilized in Kibaku Nendo
his healing throughout the day. techniques. This clay unless properly stored (see Clay
Storage Pouch sealed item), will dry out and be rendered
THE BLOOD THAT HATES (EX) useless. If ninja clay is left out at in open air or even
When the character makes use of the Power Attack or
enclosed but at temperatures beyond a range of 60 to 70
Improved Power Attack feat he may instead apply his
degrees Fahrenheit, the clay will begin to dry out at a
attack roll penalty to his Defense.
rate of 1 pound an hour.
MONSTROUS PHYSIQUE (EX) The user must take time to prepare their clay in
You are treated as one size category larger for the advance, the processes to create Ninja Clay is listed
purposes of determining melee weapon damage below:
(including natural weapons), as well as for combat The user must have a number of 3 pounds of rock/sand
maneuvers such as bull rush, disarm, overrun, sunder, and water for each pound of ninja clay they wish to
trip, and knockback. Monstrous Physique does not affect create. The total creation time takes 4 continuous hours.
your reach, speed, ability scores, skills, or other effects The amount the Clay Artist attempts to create decides
dependent on size. the DC for the attempt, see the table below.
DREADFUL PERSONAGE (EX) Pounds of Clay Craft (Visual Arts)
You gain a bonus to Intimidate checks. At 6th level 1 lb. 10 DC
you may add your Strength modifier to Intimidate skill 2 lb. 15 DC
checks in place of your Charisma modifier. 3 lb. 20 DC
4 lb. 25 DC
+1 +5
KIBAKU NENDO MOUTHS
The user has two mouths on the palm of each hand.
The mouths allow the user to Perform Kibaku Nendo
techniques, by consuming the clay, imbuing it with Medium-sized (9 pounds): A Medium-sized sculpture
Explosion Release and fashioning it into a creature by can carry up to 300 pounds of material and may deal up
using Earth Release. As a part of the casting time of each to 11d8 point of explosion damage in a 20-ft-radius
technique, the user must succeed in a Craft (Visual Arts) burst. It has a +4 bonus to Hide and Move Silently
check, with DC equal to the Perform DC of the checks, a chakra pool equal to 2 times the number of die
technique. Failure means that the sculpture is defective, it carries in its explosion, and a defense of 13 and 17 hit
and won’t work properly. If the check fails roll a d6 and points.
look at the table below. Large-sized (12 pounds): A Large-sized sculpture can
carry up to 500 pounds of material and may deal up to
Result (1d6):
13d8 point of explosion damage in a 30-ft-radius burst.
1-2: The sculpture has one or more defective
It has a +4 bonus to Hide and Move Silently checks, a
limb/wing/appendage, its speed reduced to 10 ft.
chakra pool equal to 2 times the number of die it carries
3-4: The sculpture seems to work just fine, but will
in its explosion, and a defense of 11 and 30 hit points.
explode regardless of the user’s will, after 1d3 rounds.
Huge-sized (15 pounds): A Huge-sized sculpture can
5-6: The sculpture seems to work just fine, but won’t
carry up to 1000 pounds of material and may deal up to
explode when commanded, and when destroyed it goes
15d8 point of explosion damage in a 40-ft-radius burst.
up in a harmless puff of smoke.
It has a +0 bonus to Hide and Move Silently checks, a
The sculptures can take upon any form, from a bird to chakra pool equal to 2 times the number of die it carries
a spider, and always carries a nasty surprise in explosive in its explosion, and a defense of 9 and 50 hit points.
form. To create the sculpture, the user needs 3 pounds of Any size listed by an Kibaku Nendo technique is the
clay per size category above Tiny (For example, a large maximum size category of sculpture that technique can
sculpture would need 12 pounds of clay). After chewing create.
and spiting the sculpture back from one of the mouths The sculpture moves at a speed of 30 feet per round
on the user (including their original mouth) and making and acts on the user's mental directions only. It cannot
the necessary hand seals, the sculpture will be enveloped be taken over or affected by any mind-affecting effects,
by a puff of smoke and will increase to the appropriate and is immune to all conditions, as well as sneak attacks
size. The maximum size and amount of clay used and critical hits.
depends on the technique used (Kibaku Nendo – C1, The user can spend 2 times the required amount of
Kibaku Nendo – C2, etc). The statistics of each sculpture clay and 2 extra points of chakra per sculpture, and
are given below: create a flying sculpture that can move at a flying speed
Diminutive (1 pounds): A diminutive sculpture must of 40 feet (average). The DC of the Craft check is
occupy the square of a creature to deal any damage, as it increased by 5.
deals up to 5d8 point of explosion damage in a 5-ft. radius When creating medium-sized or smaller sculptures,
burst. The diminutive sculpture has a +12 bonus to Hide the user may choose to create a swarm of smaller
and Move Silently checks, a Chakra Pool equal to 2 times creatures (instead of a single, bigger creature) by
the number of die it carries in its explosion, and a spending two extra points of chakra per additional
defense of 19 and 1 hit point. sculpture the user wishes to make. The DC of the Craft
Tiny (3 pounds): A tiny sculpture must occupy the check is increased by 5.
square of a creature to deal any damage, as it deals up to By adding faster legs or a second pair of wings, the user
7d8 point of explosion damage in a 5-ft. radius burst. The can spend 2 times the required amount of clay and 2
tiny sculpture has a +8 bonus to Hide and Move Silently extra points of chakra per sculpture to double the speed
checks, a Chakra Pool equal to 2 times the number of die of his sculptures. The DC of the Craft check is increased
it carries in its explosion, and a defense of 17 and 6 hit by 10.
points. DC increases are cumulative. So, if the user wants to
Small (6 pounds): A small sculpture can carry up to 50 create a swarm of smaller creatures with faster legs, the
pounds of material and may deal up to 9d8 point of DC would be increased by 10 and the chakra cost would
explosion damage in a 10-ft.-radius burst. It has a +9 be increased by 4.
bonus to Hide and Move Silently checks, a chakra pool The user may set off the explosion of any sculpture, as
equal to 2 times the number of die it carries in its long as it remains within sight, as a move action, which
explosion, and a defense of 15 and 9 hit points. sets off a number of sculptures equal to the user’s
Intelligence modifier. Once destroyed, when the
duration expires or when it receives more electrical
damage than one third of its current hit points, the Duration: 1 minute/level (or until discharged); Save:
sculpture reverts back to inanimate, harmless clay. Reflex negate (see text); Cost: (see text).
The user may control a number of sculptures equal to
Another version of Kibaku Nendo, this one allows the
half their character level + their Intelligence modifier at
user to create a large flying sculpture used as a mount.
one time. Attempting to create more to control renders
The chakra cost of this technique is 5, plus 2 for every d8
previous ones useless and harmless.
it is charged with (the carrier version is limited to the
CLAY ARTIST TECHNIQUES same amount of damage as a medium flying sculpture).
When riding the bird, the user uses his own reflex saves
KIBAKU NENDO: (EXPLODING CLAY)
and his own defense. The user needs to use the ride skill
Ninjutsu (Bakuton) (Requires Craft (visual arts) 9 ranks
for complicated maneuvers or may use Kinobori to
and Kibaku Nendo Mouths (a)) [Explosion, Kinjutsu]
adhere to the surface of his sculpture.
Rank: 6 (B); Learn DC: 22, 4 successes; Perform: 9 (DC
Expendable Components – A mass of clay (24 pounds).
21); Time: 1 attack action; Components: C, S, X; Range: 5
feet; Effect: One sculpture; Duration: 1 round/level (or KIBAKU NENDO: C2 NO BAKUHATSU (EXPLODING CLAY: C2
until discharged); Saving Throws: Reflex negate (see EXPLOSION)
text); Cost: (see text). Ninjutsu (Bakuton) (Requires Craft (visual arts) 15 ranks,
Kibaku Nendo (2), and Kibaku Nendo Mouths (a))
The basic version of Kibaku Nendo allows the user to
[Explosion, Kinjutsu]
animate tiny clay figures. By using this technique, the
Rank: 12 (S); Learn DC: 28, 5 successes; Perform: 15 (DC
user can animate a single sculpture of tiny size (see Clay
29); Time: 1 attack action or 1 full-round action (see
Artist template). The chakra cost of this technique is 2
text); Components: C, S, X; Range: 5 feet; Effect: One
for each d8 the user charges the sculpture with.
sculpture; Duration: 1 round/level or 1 minute/level (or
Expendable Components – A mass of clay (1 pound).
until discharged); Save: Reflex negate (see text); Cost:
KIBAKU NENDO: C1 NO BAKUHATSU (EXPLODING CLAY: C1 (see text).
EXPLOSION)
This technique has two variations:
Ninjutsu (Bakuton) (Requires Craft (visual arts) 11 ranks,
C2 Dragon: Following the same rules as Kibaku
Kibaku Nendo (1), and Kibaku Nendo Mouths (a))
Nendo: C1 no Bakuhatsu, but the user creates a huge
[Explosion, Kinjutsu]
sized flying sculpture (see Clay Artist for details) that
Rank: 8 (S); Learn DC: 27, 5 successes; Perform: 14 (DC
resembles a dragon. If the user wishes, as a full-round
28); Time: 1 attack action; Components: C, S, X; Range: 5
action, the dragon will draw in some of its tail to create
feet; Effect: One sculpture; Duration: 1 round/level (or
numerous spheres (1 sphere/creator’s level), which it
until discharged); Save: Reflex negate (see text); Cost:
will expel from its mouth. The spheres are land mines
(see text).
that disguise themselves with the terrain they rest upon
This technique allows the user to use the finesse and (DC 20 Spot), which deal half the damage the dragon
depth of his art to create animated clay figures of various would, according to how much chakra the user charged
sizes. By using this technique, the user can animate a Dragon with. For example, if the user spent 30 points of
single sculpture of tiny, small or medium size (see Clay chakra to charge C2 Dragon with 10d8, each land mine
Artist template). The chakra cost of this technique is 2 would deal 5d8 points of damage in a 10 ft. radius blast
for each d8 the user charges the sculpture with. (Reflex halves) to any creature that step on it. The
Expendable Components – A mass of clay of the spheres can be kept harmless if the creator desires, and
specified weight to create the sculpture. won’t explode until the user activates them (a move
action). The huge flying sculpture and the land mines
KIBAKU NENDO: CARRIER VERSION (EXPLODING CLAY: remain active for 1 minute/level. The chakra cost to use
CARRIER VERSION) C2 Dragon is 3 points of chakra for every d8 the user
Ninjutsu (Bakuton) (Requires Craft (visual arts) 13 ranks,
wants to charge the sculpture with. Using this version of
Kibaku Nendo (2), and Kibaku Nendo Mouths (a))
the technique takes a full-round action.
[Explosion, Kinjutsu]
Flying Dragon: Following the same rules as Kibaku
Rank: 10 (A); Learn DC: 28, 5 successes; Perform: 15 (DC
Nendo: C1 no Bakuhatsu the user creates a huge flying
29); Time: 1 full-round action; Components: C, S, X;
sculpture that resembles a dragon. This version lasts for
Range: 5 feet; Effect: One large flying sculpture;
1 round/level and consumes an attack action to use. The
chakra cost is the same as Kibaku Nendo: C1 no later. Failure means that the victim dies immediately,
Bakuhatsu. while success means that the creature breathed only part
of the cloud, receiving 1d6 points of Strength, Dexterity
KIBAKU NENDO: C3 NO BAKUHATSU (EXPLODING CLAY: C3 and Constitution damage, as his body is torn apart from
EXPLOSION) inside out. The cloud is invisible, and can’t be seen unless
Ninjutsu (Bakuton) (Requires Craft (visual arts) 17 ranks,
the user can See Chakra or See Through Chakra. The
Kibaku Nendo (3) and Kibaku Nendo Mouths (a))
target may still negate its effects by receiving at least 15
[Explosion, Kinjutsu]
points of lightning damage to their own body before
Rank: 14 (Super S); Learn DC: 33, 6 successes; Perform:
they are required to make the afore mentioned saving
17 (DC 39); Time: 1 attack action; Components: C, S, X,
throw, but must properly identify this technique
Mas; Range: 5 feet; Effect: One sculpture; Duration: 5
beforehand. Differently from most Kibaku Nendo
rounds (or until discharged); Save: Reflex negate (see
techniques, moving the cloud each round requires
text); Cost: 30.
concentration (otherwise it will remain on the same
Using this technique, the user is able to create a place until the duration expires).
stronger version of the Kibaku Nendo, and focus even Expendable Components – 15 pounds of clay.
more Chakra into a small flying sculpture, but with the
KIBAKU NENDO: KYUUKYOYU GEIJUTSU (EXPLODING CLAY:
explosive power of a huge sculpture. It has the same
ULTIMATE ART)
statistics as a similar sculpture from Kibaku Nendo, but
Ninjutsu (Bakuton) (Requires Kibaku Nendo (5), Kibaku
its speed is doubled, and the explosion is a 100-ft.-radius
Nendo: C1 no Bakuhatsu (5), Kibaku Nendo: C3 no
burst that deals 15d8 point of damage once the explosion
Bakuhatsu (5), Kibaku Nendo: C2 no Bakuhatsu (t) and
is set off. All damage suffered by the explosion can be
Kibaku Nendo Mouths (a)) [Explosion, Kinjutsu]
halved with a successful Reflex save.
Rank: 20 (Epic); Learn DC: 46, 8 successes; Perform: 24
Mastery – The user adds 10 feet to the burst for each
(DC 50); Time: 1 Full-round action; Components: C, S;
level of mastery on this technique.
Range: Personal; Effect: 6 Km burst; Duration: Instant;
Expendable Components – 15 pounds of clay.
Save: See Text; Cost: Special (See text).
KIBAKU NENDO: C4 KARURA (EXPLODING CLAY: C4 GARUDA) This is the ultimate technique of the Kibaku Nendo.
Ninjutsu (Bakuton) (Requires Kibaku Nendo (5), Kibaku
After removing the bindings sealing the mouth on his
Nendo: C1 no Bakuhatsu (5), Kibaku Nendo: C3 no
chest, the user will feed the maw a large clump of clay.
Bakuhatsu (3)) and Kibaku Nendo Mouths (a))
After being ingested, dark veins will begin to emerge on
[Explosion, Kinjutsu]
his body during 1d3 rounds as he infuses the clay with
Rank: 16 (Epic); Learn DC: 46, 7 successes; Perform: 19
his explosive chakra. When the veins nearly cover his
(DC 46); Time: 1 Full-round action; Components: C, S;
whole body, they will begin to retreat back into a sphere
Range: 5 feet; Effect: 20 feet radius burst/cloud;
located near the chest mouth. When the veins totally
Duration: 5 Rounds; Save: Fortitude partial (See text);
retreat back into the clay (after the 1d3 rounds have
Cost: 40.
passed), the user will ignite it, using all his remaining
This is the deadliest form of the Kibaku Nendo chakra and body as fuel, causing a huge explosion, which
technique. First, the user ingests clay using his real will cover a six-kilometer area. Anything inside this area
mouth. Then, the expelled clay will combine to form a will be affected as stated below:
huge version of the user. After forming the needed hand 300 ft. or less: Any creature, object or structure within
seals, the giant version of the user will explode into a 20 this distance must succeed in a Fortitude saving throw to
ft. burst of fine microscopic clay bombs. These tiny avoid being completely disintegrated, and a Reflex
objects will form a cloud, and be controlled by the user' saving throw to halve 50d8 points of damage.
as they move 30 ft. per round towards any direction the 301 ft. – 1 Km – Any creature inside this area receives
user wishes. The victim will then unknowingly breathe 40d8 points of damage that can be halved by a successful
in the cloud. These tiny objects will then travel Reflex saving throw.
throughout the body and detonate, causing microscopic 1 Km - 2 Km – Any creature inside this area receives
explosions. This in turn causes the body to disintegrate 25d8 points of damage that can be halved by a successful
on a cellular level. Reflex saving throw.
Any living creature that breathes the deadly cloud
must succeed in a fortitude saving throw 1d3+1 rounds
2 Km - 3 Km – Any creature inside this area receives
20d8 points of damage that can be halved by a successful SHOTON
Reflex saving throw. This character gains the ability to use crystal
3 Km - 4 Km – Any creature inside this area receives techniques.
10d8 points of damage that can be halved by a successful
Reflex saving throw.
CRYSTAL SKIN (SU)
This ability can be activated as a standard action at the
5 Km - 6 Km – Any creature inside this area receives
cost of 1 point of chakra every round. The character
5d8 points of damage that can be halved by a successful
gains a bonus to unarmed damage or damage reduction
Reflex saving throw.
equal to the specified number. The user can switch the
6 Km – Any creature inside this area receives 1d8
function of this ability as a swift action once per round.
points of damage that can be halved by a successful
This ability can be deactivated as a free action.
Reflex saving throw.
6+ Km – No effect. CRYSTAL BLADE (EX)
The user obviously dies after the explosion, leaving As a move action that does not provoke an attack of
nothing behind, having been vaporized. opportunity, while the character’s Crystal Skin ability is
Expendable Components – 20 pounds of clay. active, the character can create a weapon composed of
crystal that attaches itself to the user’s forearm. The
Crystal Blade counts as a simple weapon and requires the
CRYSTAL STYLE Simple Weapon Proficiency to be wielded properly.
Because of its placement, the user can still perform
REQUIREMENTS techniques with hand seals normally.
Elemental Affinity: Earth
A Crystal Blade is always appropriately sized for the
Skills: Concentration 3 ranks
user’s current size category. The following statistics are
Feats: Advanced Bloodline (Shoton)
based on a medium sized character.
TABLE: CRYSTAL STYLE BLOODLINE TRAITS A small Crystal Blade is a light weapon that deals 1d4
Crystal points of slashing damage, critical 19-20/x2. A medium
Level Major Crystal Blade is a light weapon that deals 1d6 points of
1st Shoton slashing damage, critical 18-20/x2.
A Crystal Blade has a hardness of 4 and 5 hit points (8
2nd Crystal Skin +1
for medium). While the weapon can only be created
3rd Crystal Blade (Small) while Crystal Skin is active, the blade itself will not
4th — disappear if the ability is deactivated, as long as the user
5th Crystallization (5 ft.) has at least 1 point of chakra.
6th — CRYSTALLIZATION (SU)
7th Crystal Blade (Medium) As a standard action, the user can convert non-living
matter into solid crystal. For every 2 points of chakra
8th Crystal Skin +2
spent for this ability, the user can convert a 5 ft. square
9th — into crystal (maximum radius equal to the amount
10th Crystal Affinity +2 shown on the table above). It can be shaped in any way,
11th Crystallization (10 ft.) even as sharp tentacles capable of attacking near
creatures. Attacking with the created crystal is a
12th —
standard action that deals 1d4 points of piercing damage
13th Crystal Skin +3
for every 5 ft. of its size, using the character’s
14th Crystal Affinity +4 Intelligence modifier + half character level as a bonus to
15th — attack rolls as a melee attack against adjacent opponents.
16th Crystal Skin +4 The crystal is incapable of making grapple checks and
cannot score critical hits.
17th Crystallization (20 ft.)
Crystal created in this fashion has a hardness of 10 and
18th — 2 hit points per level of the user. If the user drops below
19th Crystal Affinity +6 1 point of chakra, any crystal created using this ability
20th Crystal Skin +5 immediately disintegrates.
Your raw potential has been improved thanks to the
CRYSTAL AFFINITY Cursed Seal.
The character gains a bonus to learn, perform and Benefit: The character gains a temporary +2 to one
convert Shoton techniques equal to the number shown. Ability Score or +1 to two Ability Scores. The Ability
In addition, once per day, the user can add half their Score(s) chosen cannot be changed after the first
Crystal Affinity as a bonus to a Shoton technique DC selection.
while Crystal Skin is active. BIZARRE SINEW
The muscle fibers in your body have changed and
become more flexible.
CURSED SEAL LEVEL 3 (TEMPLATE) Benefit: The character gains a +4 bonus to Reflex saves.

The Cursed Seal can be improved further thanks to CELLULAR REGENERATION


advancements in genetics and drug treatment therapy. The Cursed Seal has amplified the rate at which you
Only the most skilled and intelligent of doctors and recover from wounds.
geneticists are able to provide the skills necessary to Benefit: The character gains fast healing 3.
unlock a Cursed Seal to the next stage. See the Core INCREDIBLE SKILL
Handbook pg. 805 for more details on the Cursed Seal The Cursed Seal has vastly improved your skill in some
template. areas.
Benefit: The character picks 2 different skills to that
Skills: Control Cursed Seal as a class skill.
get miscellaneous +5 bonuses.
Special Qualities: Cursed Seal Level 3.
Level Adjustment: +2. IMPROVED SENJUTSU CONVERSION
The Cursed Seal has improved the manner in which
When manifested, this ability grants the creature a +4 you process Senjutsu chakra.
bonus to Defense, Reflex saves, attack and weapon Prerequisite: Sage’s Wisdom (f)
damage rolls, a +6 bonus to opposed disarm, trip, grapple, Benefit: The character now uses the below chart when
bull rush or overrun checks and Climb, Jump and Swim converting Nature Energy into Senjutsu Chakra.
checks. He gains 36 temporary chakra and his carrying
Conversion Method DC (round up)
capacity triples. Every consequent use within a 24 hours
Full Round Action 5 + 1/2 nature energy
period reduces the amount of chakra gained by any level
converted
by 12, minimum 0. The temporary chakra fades
Attack Action 10 + 1/2 nature energy
immediately after the Cursed Seal is deactivated.
converted
Like the level 1 Cursed Seal, manifesting or Move Action 20 + 1/2 nature energy
deactivating this ability is difficult for an unwilling converted
creature (see Cursed Seal Level 1). Swift Action 30 + nature energy converted
Each round spent under the influence of the level 3 Free Action 40 + nature energy converted
Cursed Seal grants 4 CSP. The level 3 Cursed Seal can be
used a number of times every 24 hours equal to the RESILIENT ORGANS
The Cursed Seal has drastically changed how your
creature's Constitution modifier. Each time after that
organs process substances.
deals 2 points of temporary Constitution damage upon
Benefit: The character gains a +4 to Fortitude saves
activation, and puts the creature into a fatigued
against poisons and diseases.
condition when deactivated (or exhausted if it was
already fatigued). STRANGE MIND
The effects of any Cursed Seal Level do not stack with The Cursed Seal has twisted your mind’s neural
another. pathways, making it harder to influence you.
Benefit: The character gains a +4 to Will save against
CURSED MANIFESTATIONS Compulsions.
Special manifestations occur when a person reaches
Level 3 of the Cursed Seal. The character picks one of the UNDYING
following features, they can never change it. The bonus The Cursed Seal has given you an inhuman will to live.
the Manifestation grants is only available while in the Benefit: The character adds their level to the amount
Cursed Seal Level 3 form. of hit points they must reach in order to die. For

CURSED BLESSING
example, a 5th level character would need to be brought Retry: Each attempt at a quickened transformation is a
to -15 HP to die. swift action.

UNUSUAL BODY CURSED FLEXIBILITY


Your body has been physically warped by the Cursed You’ve developed great skill in utilizing your Cursed
Seal making it harder to land critical hits on you. Seal, you’ve learned to transform rapidly.
Benefit: The character gains a Critical Miss Chance of Prerequisite: Cursed Seal Level 2, 12 ranks Control
15%. Cursed Seal
Check (Force Transformation): The cursed character Benefit: The character is now able to try for
makes a check to forcefully activate the cursed seal. transformations in the blink of an eye, if he can exert
enough control over the Cursed Seal, he can change as
an instant action.
Voluntary Transformation DC
Check (Force Transformation): The cursed character
Level 1 15 makes a check to forcefully activate the cursed seal.
Level 2 20
Level 3 25 Deactivate Seal DC
Activate Level 1 30
Retry: The character can attempt to force the cursed
Activate Level 2 35
seal to activate as often as he likes. Each attempt is an
Activate Level 3 40
attack action.
Check (Deactivate Cursed Seal): The cursed character Deactivate Level 1 25
makes a check to attempt to deactivate the cursed seal. Deactivate Level 2 30
Deactivate Level 3 35
Deactivate Seal DC
Level 1 (Voluntary) 10 Retry: Each attempt at a quickened transformation is
Level 2 (Voluntary) 15 an instant action.
Note: You can still only make one instant and swift
Level 3 (Voluntary) 20
action per turn.
Level 1 (Involuntary) 15
Level 2 (Involuntary) 20
ENDURING CURSE
Your body has grown used to the effects of the Cursed
Level 3 (Involuntary) 25 Seal, you’re now able to lessen the negative effects it has
on you, and you can even utilize the Level 1 form
Retry: The character can retry to deactivate a without penalty.
voluntary transformation an unlimited amount of times, Prerequisite: 12 ranks Control Cursed Seal
each try is an attack action. An involuntary Benefit: The character takes one less CSP per round
transformation deactivates on its own as the encounter (minimum 0).
ends.
WILLING CURSE
Prerequisite: Will Over Flesh
Check (Quicken Transformation): Only a willing
Benefit: The character is able to transform a number
recipient can use this skill to facilitate the
of times per day equal to their Wisdom modifier, though
transformation and deactivation process.
any damage for exceeding this number is still dealt to the
user’s Constitution. The character also receives a +1 to
Deactivate Seal DC
all bonuses from the Cursed Seal template at all levels,
Activate Level 1 25
they also gain a +4 to Control Cursed Seal checks.
Activate Level 2 30
Activate Level 3 35 CURSED TECHNIQUES
Deactivate Level 1 20 Upon reaching Cursed Seal Level 3, the character is
Deactivate Level 2 25 granted 2 Cursed techniques that are only usable while
Deactivate Level 3 30 in the Level 3 form. Other requirements and effects may
also be present depending on the technique.
[WIP]
DAIRIKI were made with a dark iron weapon, and ignores up to
15 points of damage reduction or hardness. If the base
DAIRIKI FEATS creature is armed, then this slam may only be used as a
secondary weapon if they are not wielding their primary
EARTH MOVER weapon with two-hands or are wielding their primary
Prerequisite: Power of the Earth +1, One with the weapon in their non-cursed arm.
Earth
BOUND DEMONIC ARM (EX)
Benefit: The character gains a burrow speed equal to
One of the base creature's arms, their right or left, is
his move speed.
destroyed irreparably. All flesh, blood, and sinew
MOUNTAIN MAN contained in the limb withers over the course of eight
Prerequisite: Dairiki +1 hours and rots away until nothing but the bone remains
Benefit: The character gains a climb speed equal to behind. This process causes an immense amount of pain
their move speed as well as a +4 bonus to Climb while the base creature. Over the course of the next eight
Dairiki is activated in addition to his normal Strength hours, blood red chakra flows out of the exposed bone,
bonuses. and eventually the base creature is left with an arm
composed of pure chakra covering a skeletal hand.
ONE WITH THE EARTH
The base creature's demonic arm is always active, and
Prerequisite: Power of the Earth +1
it drains 1 points of chakra for each round the limb is
Benefit: The character no longer takes movement
uncovered. As long as the limb is uncovered it grants a
penalties from difficult terrain on any form of land.
+2 profane bonus to the user's Strength score. This bonus
POWER OF THE EARTH only applies to one arm, and as such the user does gain
Prerequisite: Power of the Earth +2, Earth Mover this benefit when two-handing their weapon.
Benefit: The character gains a +6 to grapple when The user may, as a free action, pour more of his own
using a Doton jutsu that grapples. life force into the demonic arm to increase its
effectiveness. The user may increase the bonus Strength
granted by their demonic arm by 1 point per 2 levels, but
DEMONIC ARM (TEMPLATE) takes 1d4 points of lethal and chakra damage for every 2
points she increases her profane bonus by. This increased
Monsters made of malicious chakra exist within the
strength drains an additional 1 chakra per 2 points of
world, and such monsters should always be
bonus Strength per round. The damage taken cannot be
exterminated with extreme prejudice. But humans
reduced by damage reduction. The bonus to the user's
desire power from all sorts of places, and even these
Strength score lasts until the limb is covered up again.
monsters can be used. A human may use a monster's
Example: An 8th level human with a Demonic Arm
cursed chakra to supplement their own, but doing so
can increase her +2 modifier to +6, but takes 2d4 points
causes drastic physical effects.
of lethal damage and 2d4 points of chakra damage by
The Demonic Arm template can only be applied to a
doing so. Every round, he will need to pay 3 points of
living corporeal human. It is always applied after birth,
chakra until he covers up the limb.
and cannot be inherited. The human this template is
applied to is heretofore referred to as the base creature. HOLY SHROUD (EX)
A piece of cloth blessed by a holy man, soaked in holy
Type: The creature gains the Demonic Subtype. water, or otherwise made resistant to the power of
Abilities: +2 Strength, -2 Constitution demonic energy. This cloth covers the user's demonic
Special Attacks: Slam Attack, Bound Demonic Arm arm, and prevents it from draining any chakra from the
Special Qualities: Bound Demonic Arm, Holy Shroud, base creature. The cloth takes a full round action to wind
Demonic Chakra around the user's limb, and can be undone as a swift
Level Adjustment: +2 action. The cloth does not allow the user to wear any
Challenge Rating: +1 kind of armor over the arm it's wrapped around, but can
SLAM ATTACK be worn under clothes easily.
A cursed human fighting without a weapon may The base creature must modify any armor to leave
expose his cursed arm and use a slam natural attack with their demonic arm uncovered, and as a result reduces the
it. The base creature gains a slam that deals 1d4 plus their armor bonus of any armor they wear by 1 permanently.
strength modifier in damage. This slam is treated as if it The holy shroud provides a +2 sacred bonus to Defense
and saves vs creatures with the Demonic or Evil Intermediate, Major). A character with multiple
subtypes, or the Outsider type. bloodlines may manifest them proficiently in combat.
DEMONIC CHAKRA (EX) Once per round, the character may spend a move-
The base creature's chakra signature is irrevocably equivalent action that provokes an attack of opportunity
changed, and she will always appear to those with to manifest one of his chosen bloodlines. He may only
chakra sensing capabilities as a Demon rather than a have one active at a time. While it is active, the character
Human. is able to use any abilities granted by the bloodline. If the
character manifests a different bloodline during the
same encounter, the previous one becomes dormant
DNA TRANSFUSION (TEMPLATE) again and he suffers 2 points of temporary Constitution
damage. This is a cumulative penalty. This action incurs
This is less of an ability and more of a masterful work an attack of opportunity.
of medical ingenuity. By transfusing the DNA of
LIFE EXPECTANCY (SU)
specimens that possess bloodlines, the user can
The character’s life expectancy drastically reduces
effectively bond those bloodlines to his own genetic
with each bloodline transfused into his body. For the
code and harness their powers concurrently. This
first bloodline, and every additional bloodline after, the
medical procedure has harsh consequences for the
character’s age categories after Young Adult reduce by 5
subject, but the rewards can be incredibly powerful.
years.
This template may be applied to a 1st level character,
Example: If normally a human character would be
but he cannot gain additional bloodlines unless he can
considered an Adult at age 30, then a character with 2
perform the surgery per the Treat Injury skill or have
transfused bloodlines would be considered Middle Aged.
another character perform the necessary procedure for
Additionally, when the character reaches the Old
him. The chosen bloodline will not progress in effective
category, he must succeed a Fortitude save (DC 25) each
level until after the character’s 3rd level if the template
month or else suffer 1 point of permanent Constitution
is chosen this way.
damage.
Transfusing the DNA required for this template
requires a surgery kit and a Treat Injury check (DC 25 + DNA TRANSFUSION FEATS
5 per bloodline progression (Minor, Intermediate,
Major)). If the character attempts this surgery on BLOODLINE MONSTROSITY [META-CHAKRA]
himself, he takes a -5 penalty to his Treat Injury check By mastering the use of his transfused bloodlines, he
and drops to 1 hit point at the end of surgery, regardless may harness their powers concurrently for a short time.
of if he was successful or not. This surgery may not be Prerequisite: DNA Transfusion Template, 3 or more
performed more than once per week. bloodlines, Con 15.
Benefit: A number of times a day equal to the
Special Qualities: Infused Bloodlines, Life Expectancy. character’s Constitution modifier, he may manifest all of
Level Adjustment: +1 per chosen bloodline. his chosen bloodlines simultaneously as a full-round
INFUSED BLOODLINE (SU) action at the cost of a metachakra charge. This ability
After the medical procedure mentioned above, the grants the character access to abilities granted by all
character will feel the effects immediately. Any chosen bloodlines for 2 + Constitution modifier rounds
bloodline(s) chosen is treated as if 3 levels lower when after activation. However, the effective bloodline level
determining abilities, and all actions and chakra costs for determining those abilities is reduced by an
required by the bloodline still apply. However, the additional 1. (Stacked with the reduction mentioned in
character is not required to take bloodline levels to the template) When this ability ends, the character
continue gaining abilities in said bloodline. Doujutsu suffers 2d4 points of temporary Constitution damage.
bloodlines are not offered by this template in any
capacity.
A character may increase the number of bloodlines his DOUKAGAN [DOUJUTSU]
body can handle by 1 every 5th level (5th, 10th, 15th,
The Fujiwara clan's Doukagan is a bloodline that
20th), up to a maximum equal to his Constitution
manifests itself in the eye and allows its wielder to
modifier. The procedure to transfuse additional
memorize the movements of Chakra when molded and
bloodline DNA into the character’s system takes 1d4
used in techniques.
days per bloodline level progression (Minor,
REQUIREMENTS HIGH SPEED SIGHT (EX)
MINOR While the character's Doukagan is active, he gains a
Skills: Genjutsu 2 ranks, Ninjutsu 2 ranks high speed sight equal to the specified amount.
Feats: Advanced Bloodline (Doukagan).
OSMOSIS (SU)
INTERMEDIATE Once per round as an instant action while the
Skills: Genjutsu 4 ranks, Ninjutsu 4 ranks character's Doukagan is active and he is Seeing Chakra,
Feats: Advanced Bloodline (Doukagan). he may “assimilate” any Ninjutsu, Genjutsu, or Chakra
TABLE: DOUKAGAN BLOODLINE TRAITS control technique he sees being performed by spending
an action point. The technique must be performed with
Leve Doukagan Doukagan
either the half seal or hand seals component. Other than
l Minor Intermediate
assimilating the technique, his Doukagan bonus
1st Doukagan +1 Doukagan +1
increases by +2 against the assimilated technique.
2nd — High Speed Sight 1 The technique, once assimilated, allows the character
3rd — Osmosis to develop it within 2 weeks with a bonus to Learn
4th High Speed Sight 1 — checks equal to his Doukagan bonus increased by
Osmosis. If unused within 2 weeks, the knowledge fades
5th — Technique Thief
and is useless. Normal restrictions and requirements of
6th — Doukagan +2 the technique (such as elemental affinity or need of a
7th Osmosis High Speed Sight 2 bloodline) apply. If the technique cannot be assimilated,
8th — — the action point is not wasted. The character can only
9th — Hypnotic assimilate a number of techniques per month equal to his
Intelligence modifier plus 2.
10th Doukagan +2 Doukagan +3
11th — High Speed Sight 3
TECHNIQUE THIEF (SU)
This ability allows the character to copy techniques
12th — — using the Doukagan’s Osmosis ability, and its ability to
13th High Speed Sight 2 Doukagan +4 see chakra and how it’s molded.
14th — High Speed Sight 4 The character must ready an action. Any technique he
15th — — sees and has assimilated using Osmosis he may copy for
instant use using his readied action. The character must
16th Doukagan +3 Doukagan +5
meet the requirements of the technique to copy it, and
17th — High Speed Sight 5 if he does not, the action is wasted.
18th — — The technique must be a Genjutsu, Ninjutsu, or
19th High Speed Sight 3 Doukagan +6 Chakra control technique performed with hand seals or
half seals components. A technique performed with no
20th — High Speed Sight 6
hand seals cannot be copied.
To copy a technique, he must succeed a check to
DOUKAGAN (SU) identify it and check again to Perform the technique. If
The character can activate this bloodline ability by both checks to identify and perform the technique, the
spending an attack action that does not provoke an maneuver can be initiated. When initiating the
attack of opportunity and costs 1 points of chakra every maneuver, the character has a 80% base chance of
round to maintain. While the Doukagan is active, the success. If he fails, the readied action is wasted, but he
character gains a resistance bonus to Will saves against spends no chakra. If he succeeds, the character must pay
Genjutsu and Ninjutsu techniques, and a bonus to the same chakra cost as the technique that was
identify Genjutsu and Ninjutsu techniques (see above). performed (accounting for meta- chakra feats and the
The character may also concentrate for an attack technique being empowered). If a meta-chakra feat was
action to See Chakra for as long as his Doukagan remains applied to the technique, the chance of success is
active. Will save bonuses against Genjutsu from Seeing reduced by 30%. The character is able to determine if a
Chakra do not stack with the Doukagan's. Deactivating meta-chakra feat was applied to the technique when he
this ability is a free action. succeeds on identifying it.
If the character can See Chakra, the chance of success
increases by 10%.
If the maneuver succeeds, the character can choose to GREATER OSMOSIS [META-CHAKRA]
Copy, Memorize or Nullify. Prerequisite: Advanced Bloodline (Doukagan),
Copy: The character performs the technique as it was Osmosis.
performed by the creature he copied from, and it has the Benefit: Up to twice per day, the character can spend
same effects. The character gains a +2 bonus to Learn a meta-chakra feat to use the Osmosis ability rather than
checks made to develop the technique for 2 weeks. If an action point.
unused, the bonus fades. MASTER OF EYES
Memorize: The character gains a +4 bonus to Learn You are every technique user’s bane. Your skill in
checks to develop the technique for 1 month. If unused, manipulating chakra and using the Doukagan has
the bonus fades. He regains one-half the chakra cost he allowed you a unique understanding of chakra and its
paid to initiate the maneuver. uses enabling you to turn your enemies’ attacks against
Nullify (Genjutsu or Ninjutsu only): The character them.
counters the creature performing the technique, and the Prerequisite: Advanced Bloodline (Doukagan),
technique has no effect. The character gains a +2 bonus Doukagan +6
to Learn checks made to develop the technique for 2 Benefit: You gain Twist of Fate.
weeks. If unused, the bonus fades. A technique with a
Personal range cannot be nullified.
SEE THE UNSEEN
Prerequisite: Doukagan +2
HYPNOTIC (SU) Benefit: The character may use Osmosis for techniques
The character’s Doukagan eyes evolve and begin to that qualify that do not use hand seals.
spin hypnotically when activated. The character gains a
+4 resistance against Doujutsu and Genjutsu techniques EPIC DOUKAGAN [EPIC]
and upon a failed attack against the character the Your ability at maintaining the Doukagan activated for
attacker must make a Wisdom resist or become a long time improves further, enabling you to keep your
Fascinated. Doukagan activated, to some extent, most of the day.
Prerequisite: Doukagan Eye +2, Genjutsu 18 ranks,
BEAUTIFUL EYES (SU) Ninjutsu 18
The characters Doukagan are particularly striking in
Benefit: You gain the ability to partially activate your
their beauty drawing ones gaze innately. Enemies must
Doukagan eye. In this state, the
maintain an Averting Ones Eyes Maneuver or succeed at
Doukagan Eye only grants half its standard bonus,
a -4 Wisdom resist each round to not become Fascinated.
rounded down (maximum +2), and you cannot use any
TWIST OF FATE (SU) abilities relevant to the Doukagan eye (such as High-
The character may choose when attacked by a hostile Speed Sight or Osmosis).
Ninjutsu, Genjutsu, or Doujutsu to instead of making a You may still perform techniques requiring the
saving throw to instead make a Chakra Control roll plus Doukagan to be active and concentrate to See Chakra.
their Doukagan bonus versus the hostile attacks The cost of Epic Doukagan is paid every 10 minutes (1
Performance DC. Should the character succeed the point of chakra), rather than every round two rounds.
attack is turned back against its original caster.

DOUKAGAN FEATS EURYALE CLAN (TEMPLATE)


BATTLE READY (DOUKAGAN) [META-CHAKRA] In a time before Hidden Villages, before the
You are quick in activating your Doukagan in battle. militarization of ninja, before even the rise to power of
Prerequisite: Advanced Bloodline (Doukagan), the Senju or the Uchiha., there was the Euryale. In the
Doukagan +1, Osmosis. beginning, the First Sage struck down the gods,
Benefit: The character may spend 1 meta-chakra overturned the natural order and forced the heavens to
charge to activate the Doukagan ability as a swift action. kneel to Man. He demanded obedience, but did not
ENHANCED DOUKAGAN expect the treachery that would come. The fallen gods
Your Doukagan is considered the peak of your bound their power into mortals, imbued human flesh
bloodline in both skill and beauty. with their natural magic and corrupted thousands. Many
Prerequisite: Advanced Bloodline (Doukagan), of these corrupted humans had either been driven mad
Hypnotic, Doukagan +3. or slain outright by the 'gifts' of the gods. But, as always,
Benefit: You gain Beautiful Eyes. there were survivors. One such group was the Euryale
clan. The original members were not blood relatives, nor Type: The creature gains the Subtype Cursed Human
did they share any common philosophy. But they were (Snake).
bound by the curse in their flesh far tighter than bonds Hit Die: Decrease the base creature's hit die by one step
of blood or fealty. to a minimum of 1d6 (d12>d10>d8>d6).
The Euryale clan did not grow to the power of the Special Qualities: Cursed Blood, Doomed Soul, Burn
Senju or Uchiha, nor did they swear allegiance to their Bright, Burn Quickly
betters like other. Instead, the Euryale wandered into Level Adjustment: +0
the central plains and lost themselves among the grass. CURSED BLOOD (EX)
Years passed, and a small city had flourished where the A creature suffering under the Greater Curse of the
Euryale had once wandered to die. The city, called the Snake God is able to manifest the Medusa Eye. The
Village Hidden in the Grass, pledged its allegiance to the creature gains Advanced Bloodline (Medusa Eye) feat as
Daimyo of the Land of Grass. They produced young a bonus feat.
ninja trained in ancient techniques passed down the
Euryale clan for many human generations, and in time
DOOMED SOUL (EX)
A creature suffering from the Greater Curse of the
would challenge the might of Konohagakure and the
Snake God lives dramatically shortened lifespans. As
legacy of the Senju.
such, they effectively have two ages: Their Actual Age
But the Will of Fire was stronger than the Snake God's
(or AA), which uses the standard aging chart to
curse, and Kusagakure was crushed. Their ninja brushed
determine positive ability score adjustments, and their
away, their country in ruins and their morale in tatters:
Effective Age (or EA), which uses the standard aging
The grass-nin rebelled against their Euryale masters. The
chart to determine negative ability score adjustments.
Euryale clan had been relegated to a role of support and
The creature's Effective Age is determined at character
subservience to Kusagakure, and while their cursed
creation by multiplying their actual age by 2.75
blood remained strong; they could never rule their
(rounded down). They then gain one EA every 130 days.
fellow man again.
Example: A 15-year-old boy with this template would
DESCRIPTION have an AA of 15, and thus gains no positive bonuses to
Members of the Euryale clan are divided into two parts his ability scores. He would have an EA of 41, and thus
those possessing the Lesser Curse of the Snake God and would qualify as middle aged and take a -1 penalty to his
those possessing the Greater Curse. All members are Str, Dex and Con). A doomed soul lives an additional
treated equally regardless of which curse a member +1d4*2 Actual Age years after reaching an Effective Age
possesses, and all members of age are allowed to vote and of Venerable.
take part in clan discussions. The clan is ruled by a loose Example: A 29-year-old cursed human rolls a 1 on his
oligarchy, and membership of the ruling council is 1d4, living for 2 more years before dying at the age of 31
determined by vote and by age. Members over the age of regardless of his EA.
20 are allowed a seat on the council, but first they must
be nominated by an already sitting member and then
BURN BRIGHTLY; BURN QUICKLY (EX)
A doomed soul that gains great power burns out the
elected by a simple majority vote of the clan. Kusagakure
meagre life it has been granted much faster than those
views the clan as a nuisance and a liability, due in part
with lesser ambitions. Any creature with this template
to the restrictions and problems of their curse. But that
that attains eighth level or higher gains an EA every 65
same blood is often brought up when discussing the
days, instead of the normal 130.
propensity of the clan to produce highly skilled ninja.
Members of the clan with the Lesser Curse are humans
(generally standard, fire-type or wind-type) with the FLAME KEEPER
Lesser Curse Template applied. Members of the clan
with the Greater Curse are humans (generally standard, REQUIREMENTS
fire-type or wind-type) with the Greater Curse template Elemental Affinity: Fire
applied. Ability Scores: Con 14
Skills: Handle Animal 4 ranks.
GREATER CURSE TEMPLATE
Feats: Advanced Bloodline (Flame Keeper)
The Greater Curse of the Snake God can only be
applied to a Normal Human (hereafter referred to as the
base creature) and is considered hereditary. The
template can only be applied at birth.
TABLE: FLAME KEEPER BLOODLINE TRAITS techniques, except fire based Ninjutsu which the Keeper
Flame Keeper can auto-perform.
Level Major This applies to any with a rank up to half his total hit
1st Rage of the Dragon Blooded; Moujuu Aishou die. The Keeper will eventually make a Fortitude save
(DC 15+ the total number of rounds the Rage lasted) to
2nd Fang and Claw
negate the loss of consciousness from the rush of
3rd Scales adrenaline after 1 minute. If the Fortitude save was
4th — successful, the Keeper will become Fatigued. There is no
5th Fang and Claw II way other than to wear the Flame Keeper to prematurely
end the rage. This ability can be used one per day.
6th Scales II
During frenzy, the keeper must attack those he
7th —
perceives as foes to the best of his ability. Should he run
8th Dragon Wings out of enemies before his frenzy expires, his rampage
9th Fang and Claw III continues. He must then attack the nearest creature
10th Scales III (determine randomly if several potential foes are
equidistant) and fight that opponent without regard to
11th —
friendship or health (the target's or his own). A Will save
12th Dragon Wings II can be made to resist attacking friendlies or striking
13th — killing blows with a DC equal to 15 + the total number
14th Fang and Claw IV of rounds the Rage has lasted.
15th Scales IV If the character is still under the effect of a rage ability,
the fatigued condition does not apply until the rage
16th —
ends-at which point the character is exhausted, not
17th — merely fatigued.
18th Dragon Apotheosis FANG AND CLAW (EX)
19th — The character gains a bite and two claw attack forms.
20th — These attacks do damage as appropriate to the character’s
size. (1d6/1d4 for a medium sized character.) Though
bite attacks gain the bonus of the character's full
BONUS FEAT strength, claw attacks only gain 1/2 of the keeper's
The character gains the Moujuu Aishou feat at first strength modifier rounded down when applied to
level for free. Except that the level adjustment is +2 damage.
instead of +1. (Attuned to Fire Dragons). Most strangers will not be comfortable around a
RAGE OF THE DRAGON BLOODED (SU) person who has noticeable fangs and claws. Dragons
The Keeper of the Fire dragon risks at all times of strike fear wherever they roam, and lizardfolk do not
entering a deadly frenzy, attacking friends and foes have nicest reputation. The more closeted a community
without conscious. To combat the situation, the mix of is from exotic-looking people, the more likely it is that
the Dragon blood causes, the clan created a unique the character will receive a negative penalty (-1 to -5) on
artifact that controls the rage as long as the Keeper wears charisma based skill rolls. The character can avoid the
it. Once the body gets used to the effects of the artifact, negative penalty if they take care to conceal their lizard-
the Flame Keeper, any time the person stops wearing it like attributes through a Disguise check (DC 10).
they will enter the deadly frenzy. Forms II, III, and IV each allow the damage for the
This applies a +6 Strength and Dexterity as he becomes Keeper's claw and bite natural weapons to increases by
a raging, mindless killing monster for the duration. He one step, as if the creature’s size had increased by one
gains a +2 to Will save and each natural attack does a die category: 1d4, 1d6, 1d8, 2d6, 3d6.
larger of damage. The character cannot use any Disguise checks to hide the Keeper's lizard like
Charisma-, Dexterity-, or Intelligence-based skills appearance now increase by an additional 2, per form.
(except Intimidate), the Concentration skill or any (This disregards the first form of Fang and Claw, as it sets
abilities that require patience or concentration, nor can the base 10 DC).
he perform Chakra Control, Genjutsu or Ninjutsu
SCALES (EX) Feats: Alertness
The keeper's body sprouts scales that are fiery red. Abilities: Immune to Sleep, Hold and Paralysis effects,
These scales cover the belly and back but begin to thin Immunity to Fire
out heading toward the legs and arms. There may be
some scales around the neck but very rarely do they
BREATH WEAPON (SU)
A fire dragon has one type of breath weapon, a cone of
appear on the face. The scales provide a natural armor
fire. It does 1d8 fire damage and an additional d8 every
bonus of +2 and Fire resistance of +10.
3 HD. A fire dragon may use this once every 1d4 rounds.
Forms II, III, and IV each allow the user +1 additional
Using the breath weapon is an attack action. If the
natural armor bonus and +5 Fire resistance. Rank IV
weapon deals damage, creatures caught in the area can
counts the keeper as immune to fire.
attempt Reflex saves to half the damage, the save DC is
Disguise checks to hide the Keeper's lizard like
10 + 1/2 dragon’s HD + dragon’s Con modifier.
appearance now increase by an additional 2, per form.
DRAGON WINGS (EX) SKILLS
The owner may pick 3 skills that are considered class
The blood of the dragon runs strong in the character.
skills for their fire dragon. All dragons have skill points
He is able to grow wings that are smaller versions of
equal to (6 + Int modifier, minimum 1) × (Hit Dice + 3).
dragon wings, allowing the character to fly at their land
Most dragons purchase the following skills at the
speed with average maneuverability. A medium or
maximum ranks possible: Listen, Search, and Spot. The
heavy load that affects land speed affects flying speed
remaining skill points are generally spent on
proportionately.
Concentration, Diplomacy, Escape Artist, Intimidate,
Form II allows the keeper's wings to adapt better to its
Knowledge (any), Sense Motive, at a cost of 1 skill point
body, thus doubling flying speed. (maximum 120 feet)
per rank. All these skills are considered class skills for
This also allows the Keeper to make 'Wing Attacks' that
dragons. (Each dragon has other class skills as well.)
deal 1d4 damage (as a Medium-sized character.) These
attacks gain only 1/2 of the Keeper's strength modifier WATER AND ICE VULNERABILITY (EX)
(rounded down) when applied to damage. A fire dragon takes 50% more damage when subjected
Disguise checks to hide the Keeper's lizard like to Water or Ice techniques or abilities that deal Water or
appearance now increase by an additional 4, per form. Ice damage.

DRAGON APOTHEOSIS (EX) SPEAK LANGUAGE


A Keeper is recognized fully among the dragonkin he A fire dragon may speak one language that it’s owner
is entrusted with, thus gaining rank and granted power knows.
among them. He gains +6 to Strength and Dexterity, and
Advancement: A fire dragon advances based on the chart
a +2 to Constitution. His eyes are honed, as that of a
provided in the Core Book (see Moujuu Aishou) except
dragon, and thus he gains Darkvision 60 feet and low-
for as noted below:
light vision. Additionally, he now loses Rage of the
Base Attack Bonus: A fire dragon has a good base attack
Dragon Blooded.
bonus.
Disguise checks to hide the Keeper's lizard like
Saving Throws: A fire dragon has good saves for
appearance now increase by an additional 8.
Fortitude, Reflex and Will.
NEW CREATURE: Skill Points: A fire dragon gains 6 skill points per hit die,
FIRE DRAGON and an additional feat once every 4 HD. It must meet the
The small scales of a wyrmling red dragon are a bright
prerequisites normally.
glossy scarlet, making the dragon easily spotted.
Fire Dragon: Small dragon; HD 1d12+2; hp 8; Mas 50;
Init +0; Spd 40 ft, Fly 150 ft. (poor); Defense 17 (+0 Dex, FORTIFY
+1 Size, +6 Natural), Touch 11, Flat-Footed 17; BAB +1;
Grap -4; Atk +3 melee (1d6+2, bite); Full Atk +3 melee FORTIFY FEATS
(1d6, bite), -2 melee (1d4+2, 2 claws); FS 5 ft by 5 ft;
Reach 5 ft; AL Companion; SV Fort +2, Ref +2, Will +2; ENHANCED STONE SKIN
AP 0; CP 2; Rep +0; Wealth +0; Learn +0; Str 15, Dex 10, Prerequisite: Lesser Stone Skin +1
Con 15, Int 10, Wis 11, Cha 10. Benefit: The character’s Stone Skin ability’s natural
Skills: Hide +4 Listen +4, Move Silently +4, Search +4, armor bonus stacks with any racial natural armor bonus
Spot +4, Taijutsu +4 the character may have.
IMPROVED STONE SKIN GENSHIGAN (SU)
Prerequisite: Stone Skin +3 The character activates this ability as an attack action
Benefit: The cost of maintaining any form of Stone that does not provoke an attack of opportunity. He gains
Skin is lessened by 1 chakra. an insight bonus to Defense, Spot checks and Reflex
saves against Ninjutsu or Chakra Control techniques
POWER FROM MOTHER EARTH
equal to the indicated number in the chart above.
Prerequisite: Stone Skin +4
The character also gains the Darkvision supernatural
Benefit: The cost of any Doton jutsu performed by the
ability for up to 60 feet while the Genshigan is active.
character is lessened by 1.
While the Genshigan ability is active, the character
can concentrate as a move-equivalent action to See
GENSHIGAN [DOUJUTSU] Chakra for as long as he can concentrate, plus 5 rounds.
Concentrating this way is the same as if he were
The members of the Bakuha clan are renowned for concentrating on a technique.
their incredible doujutsu. Even among their own clan, This ability costs 1 chakra per round to maintain. If the
this ocular kekkei genkai is rare. Nonetheless, the visual character is blinded, he gains none of the benefits of the
prowess of the individuals who do awaken the Genshigan.
Genshigan is on par with the Sharingan, but with Deactivating this ability is a free action.
deadlier effects. TRACE FIRE (SU)
REQUIREMENTS While the character’s Genshigan are active, he may
Elemental Affinity: Fire. use this ability. The character can spend a full-attack
Skills: Concentration 4 ranks or Spot 4 ranks. action to concentrate on a 5-ft square within 30 feet of
Feats: Advanced Bloodline (Genshigan). himself and create a small explosion that deals damage
to any creature in the square equal to the indicated
TABLE: GENSHIGAN BLOODLINE TRAITS
number in the chart above, half of which is fire damage
Genshigan and the other half force.
Level Intermediate The creature can attempt a Reflex save (DC 10 +
1st Genshigan +1 character level + Genshigan bonus) to half the damage.
2nd — Each round the character can make a Concentration
3rd Trace Fire 2d6 check (DC 20) to continue making explosions in
different 5 ft. squares for as long as he can concentrate.
4th —
He must stand still and cannot take damage during this
5th Genshigan +2 time or else lose control of the ability. This ability costs
6th High Speed Sight 1 1 point of chakra per round to perform. This increases
7th — by one chakra per d6 of the Trace Fire ability. The
character may choose to spend less chakra to do less
8th Trace Fire 4d6
damage.
9th —
10th
HIGH SPEED SIGHT (SU)
Genshigan +3
When the Genshigan is active, the character gains a
11th High Speed Sight 2 High Speed Sight of the specified amount (see above).
12th —
13th Trace Fire 6d6
GENSHIGAN FEATS
14th — BATTLE-READY (GENSHIGAN) [META-CHAKRA]
15th Genshigan +4 Prerequisite: Advanced Bloodline (Genshigan),
Genshigan +2.
16th —
Benefit: You can spend 1 meta-chakra to activate
17th High Speed Sight 3 your Genshigan as a swift action.
18th Trace Fire 8d6
TRACE FIRE MASTERY
19th — The character masters the Genshigan’s powerful trace
20th Genshigan +5 fire ability.
Prerequisite: Advanced Bloodline (Genshigan), Once the host reaches 3rd level, he may tap into Nibi's
Genshigan +3. Chakra Pool, thus greatly increasing his own. Once per
Benefit: The character can use the Trace Fire ability as day per three character levels, the host may spend an
an attack action. Additionally, the character can action point to increase his own Chakra Pool, as per
maintain the use of this ability despite taking damage by standard rules, except that the amount is doubled and
succeeding a Concentration check (DC 15 + damage may exceed the host's maximum Chakra Pool. Since the
taken). host has the Demonic subtype, he rolls 6d4 rather than
3d6.
ADVANCED GENSHI EYE
The obtained Chakra is far more volatile and only lasts
From repeated use of the Genshi Eye and its
two rounds. After using Overwhelming Chakra, the host
properties, you are able to enhance ninjutsu while your
opens a number of Tenketsu sealed on his body equal to
doujutsu is active.
three times the result of the roll.
Prerequisite: Advanced Bloodline (Genshi Eye),
Tapping into the Nibi's Chakra reserve has the side
Genshi Eye +3.
effect of enhancing the user's body, and he will gain a +2
Benefit: The character gains the ability to enhance his
bonus to his Strength score for 1d3 rounds. This bonus
Fire Release, which affects all Katon techniques. All fire-
cannot be increased by using this ability two or more
type ninjutsu deal half fire damage and half force
times in a row. A creature sensing chakra will instantly
damage. The DCs for any saves granted by a Katon
be able to notice the change in the host's signature and
technique are increased by 1. He may now learn Genshi
will feel the demonic, evil chakra easily as though it was
techniques as well. The altered damage is optional and
one aura category higher than in reality.
the character may alter any technique on a case by case
basis. CAT'S SPEED (SU)
After attaining symbiosis with the Nibi, the host gains
the ability to tap into its innately agile nature. The host's
GHASTLY INHERITANCE (TEMPLATE) muscles become strong and its body becomes light as
the Nibi's chakra flood through them.
The Kyuubi is not the only tailed beast to be sealed When using Cat's Speed, the host grows claws which
within a human. The two-tailed monster cat Nibi is he may use as natural weapons that deal damage for a
sealed within a human sacrifice in the waning years of creature of his size without penalty. The host gains a +6
its latest host. Every generation a child is chosen to be bonus to Dexterity and Constitution, a +2 bonus to
the new host of the Nibi. Ghastly Inheritance can only Reflex Saves, a 30 ft. movement speed increase and a +4
be applied to a host, henceforth referred to as base dodge bonus to Defense. In addition, the host gains Fast
creature, at birth and will be released upon the host's Healing 1 for the duration. For as long as 4 rounds plus
death. 1 round per point of his new Constitution modifier.
Type: Base creature's type remains unchanged, but gains This ability may only be used once per day per four hit
the Demonic subtype. dice of the host.
Hit Dice: The base creature's hit die moves up one size
to a maximum of 1d10.
GREATER AGILITY (EX)
The host naturally moves faster and is more agile than
Abilities: +2 Dexterity
most other creatures of his species. The host gains +5ft
Saves: +2 Reflex saves against Katon, +2 Fortitude
to his move speed per 5 hit dice, and a cumulative +1
Skills: The base creature suffers a -2 penalty to Chakra
dodge bonus per 4 hit dice. In addition, the host is able
Control and Concentration checks. The base creature
to double his dodge bonus for one round as a free action.
gains a +2 bonus to Listen and Spot checks.
He may use this ability in reaction to an attack roll made
Feats: The base creature gains Weapon Finesse as a
against him, and only once per day.
bonus feat.
Elemental Affinity: The Nibi loses its first Elemental SYMBIOSIS (EX)
Affinity and gains Elemental Affinity (Fire). At sixth level, the host joins with the spirit of the Nibi
Special Qualities: Overwhelming Chakra, Cat's Speed, in near perfect symbiosis. The host gains the ability to,
Greater Agility, Symbiosis, Nibi Manifestation. once per encounter per four hit dice, reroll failed saves
Level Adjustment: +3 versus genjutsu with a +5 bonus to the roll. Further, the
Challenge Rating: +1 host gains a +1 bonus to hit and damage with the natural
weapons formed by Cat's Speed.
OVERWHELMING CHAKRA (SU)
NIBI MANIFESTATION (SU) Fortitude saving throw is 10+ 1/2 character levels +
When the host reaches 8th level, he may attempt to Constitution modifier.
subdue or tame the Nibi's spirit. Upon attaining level 8,
and every subsequent level up, the host makes a level SPIDER'S TOUCH
check (1d20+hit dice) versus a DC of 15 until he Prerequisite: Spider Climb 1/day
succeeds. On a successful level check, the host Benefit: The character may use Spider Climb at will for
permanently gains the ability to fully transform into free.
the Nibi. EYES OF THE SPIDER
Once per day per five hit dice, the host may transform Prerequisite: Blood Pact (Spider)
into the Nibi while using Cat's Speed. The bonuses Benefit: The character grows 6 extra eyes by
granted by Cat's Speed increase to +8 bonus to Dexterity expending 5 chakra and 1 kumonosu. The character
and Constitution, +4 dodge bonus to defense, +4 gains a +6 bonus to Search and Spot checks. As well as
deflection bonus to defense, +4 bonus to Reflex saves, a their own Genjutsu with the subtype Doujutsu receive a
60 ft. movement speed increase, and Fast Healing 3. He +1 bonus to its DC. Due to the increase in vision, the user
also gains Fire Resistance 10 or increases existing Fire also suffers a penalty when trying to avoid the gazes of
Resistance by 10, a Damage Reduction of 3/Chakra and others. The character chance of successfully avoiding a
all his natural attacks count as chakra-enhanced. The gaze while this ability is active is lowered by 25%. This
host's fiery chakra causes damage to those immediately ability lasts for a number of rounds equal to the user’s
near him, dealing 5 points of fire damage to every Constitution Modifier, at which point it ends.
creature adjacent to him on the beginning of his turn.
In addition to these bonuses, the host gains two GUMOSHIN TECHNIQUES
additional Slam attacks that deal 1d6+Strength damage KUMO NENKIN NO YOROI (SPIDER ARMOR OF STICKY GOLD)
on hit. These attacks are made at the host's highest attack Ninjutsu (Requires Gumokeitou (a))
bonus. Furthermore, all of the host's natural weapons Rank: 8 (B); Learn DC: 24, 3 successes; Perform: 11 (DC
deal an additional 5 points of Fire damage. 23); Time: 1 attack action; Components: C, M, Mas;
Transforming into the Nibi is both exhilarating and Range: Personal; Target: Self; Duration: 1 round per level
extremely taxing. Upon a successful transformation, the or until discharged (See text); Save: None (harmless);
host regains lost HP and chakra as if he had a full night's Cost: 12.
rest. At the end of a successful transformation, the host
must make a DC 20 Fortitude Save or be rendered Kumo Nenkin no Yoroi is a ninjutsu technique utilized
unconscious for 1d3 hours. by the Gumoshin clan. Taking advantage of his body's
ability to create the Kumonosu, the Shinobi is able to
create an armor shell to protect his body. When the
GUMOSHIN shinobi emits his Kumonosu from his mouth and his
sweat glands the liquid hits the air and hardens. This
GUMOSHIN FEATS form an almost imperceptible barrier around the user,
that lasts for 1/round per level or until it breaks. The
EXTRA KUMONOSU damage reduction granted is 5/- (Does not stack with
Prerequisite: Spider Silk similar sources of Damage Reduction). The armor will
Benefit: The character receives a flat +4 bonus to the absorb 5 points of damage per level, when it breaks and
amount of kumonosu that they can hold in their body. leaves the user defenseless. In addition, for as long as this
Special: This feat can be taken multiple times, it stacks. technique is active, the user is immune to Tenketsu
SPIDER'S FANGS sealing from techniques like Jyuuken or the Tenketsu
Prerequisite: Spider Affinity +2 Freeze ability of the Ninja Hunter class.
Benefit: The character gains a poisonous bite attack Mastery – Third level of mastery on this technique
that counts as a secondary natural attack. The character allows it to be used as an instant action, once per round,
upon selecting this feat can decide whether the bite will just before an opponent attacks. The Perform DC on this
deal Strength, Dexterity, Constitution, Intelligence, case is equal to the attack roll, and the chakra cost can’t
Wisdom or Charisma damage. Once chosen this may not be converted.
be changed. The damage is 1d4 at 5th level, 1d4+2 at 9th Material Focus – One Kumonosu.
level, 1d4+4 at 13th level and 1d4+6 at 17th level. Usage
of this ability consumes one kumonosu. The DC for the
KUMO SENKYUU - SUZAKU (SPIDER WARBOW - HORRIBLE hidden or keep their bloodline a secret, for the lore
SPLIT) behind the bloodline is that of a curse that plagues the
Ninjutsu (Requires Gumokeitou (a)) wicked. While the ability is powerful, it comes at a costly
Rank: 9 (B); Learn DC: 22, 4 successes; Perform: 12 (DC price.
24); Time: 1 attack action; Components: C, M; Range:
Saves: The character gains a +2 to Fortitude saves against
Personal; Effect: One large warbow; Duration: 1 round
draining effects.
per level (D); Save: None (harmless); Cost: 6 (See text).
Skills: None.
This ninjutsu technique is unique to the Gumoshin Special Qualities: Life Absorption, Endless Fatigue.
clan. By expelling the Kumonosu inside his body, the Level Adjustment: +0.
user gathers it and forms a large warbow with on which LIFE ABSORPTION (SU)
the user is automatically proficient. The range increment The character has an innate ability that allows him to
for this special bow is doubled. The base chakra cost is 6 drain the life out of other creatures. It is a very deadly
but can be increased depending on the arrows created. ability that manifests itself within the character at 2nd
For as long as this technique lasts, the user can, once per level. As the ability surfaces, the character’s hands will
round as a swift action, create one of the following become particularly veiny and pale for the rest of his life.
arrows that can be shot normally by the bow: When in combat, the character can make a melee
Normal Arrow: By spending 1 Kumonosu and 2 points touch attack that does not provoke an attack of
of chakra, this arrow will be formed by expelling golden opportunity. If he is successful, he deals normal unarmed
spider thread from his mouth into the shape of deadly damage that does not add his strength modifier. All
arrow. This particular arrow deals 2d8 points of piercing damage dealt is drained from the target’s body and may
damage on a successful ranged attack roll. be converted into health for the user. Despite having
Spider String Arrow: This version requires 1 multiple attacks available, the character may not use this
Kumonosu and 4 points of chakra. The spider string ability multiple times as part of a full attack action.
arrow is almost equal to the previous arrow, but has a Similarly, the character can attempt to grapple his
spider web string attached to the end. When this version opponent. If successful, the character may drain health
is fired, the trailing spider thread will contain the user's from the grappled enemy at a rate of 1 point of health
chakra, this can allow him to maneuver the arrow per round. This continues until the opponent can break
wherever it needs to go to hit his opponent, granting a free of the grapple or the user disengages from the
bonus of +10 to his attack roll. The user can only create enemy. The amount of health the user can drain per
a single arrow of this kind per use of the technique. round increases at 10th and 15th levels to 2 and 4
Spider String Special Arrow: This last and most respectively.
powerful arrow is an improvement of the previous The character cannot exceed his normal total of health
arrow. Still having the spider string that grants a bonus by more than 1 point per level.
of +10 to attack rolls, this one contains a screw-tip, this
design causes the arrow to spin and pierce any obstacle
ENDLESS FATIGUE (SU)
Also at 5th level, the character’s body becomes more
it hits, ignoring up to 10 points of hardness and damage
and more worn from the bloodline manifesting itself.
reduction and adding twice the user's strength modifier
The character must make a Fortitude save every 4 hours
to damage. This arrow costs 1 Kumonosu and 8 points of
(DC 20) to avoid becoming fatigued. Consecutive failures
chakra. The user can create only a single arrow of this
cause the character to become exhausted. Only sleeping
kind per use of the technique, and may only use this
will recover from this exhausted or medical ninjutsu.
arrow once per encounter.
After 4 hours from either sleep or jutsu, the character
Material Focus – One Kumonosu to create the bow and
will need to resume making saves.
one more for each arrow fired.

HAKERU INOCHIRYOKU (TEMPLATE) HASHIRAMA’S CELLS (TEMPLATE)


Either in part or your entirety, you hold the genetic
Although rare and dissociated with any specific clan,
makeup of the legendary First Hokage, Hashirama Senju.
certain individuals are cursed with a dangerous
This grants you an increased vitality, as well as access to
bloodline that can suck the life force out of those they
the First’s kekkei genkai, the Mokuton release.
touch. Many of these special individuals attempt to stay
However, this power comes at an unknown cost, not
least of all the dangers should you ever lose control of Fortitude saves (DC 25), which increases by 1 each
the power. round. The character must consecutively pass two
This template comes in 2 types; Artificial or Natural. Fortitude saves before he fails 3 consecutive times. If he
The Artificial Template is one typically grafted onto a fails 3 consecutive times, the First Hokage’s cells attempt
limb of a character, such as an arm, leg, but can be to consume the characters’ body.
grafted to anywhere on the body. The limb is selected If the character fails a Reflex save (DC 33), his body
upon gaining this template. Characters that can Sense will be completely consumed, and after 1d3 rounds, a
Chakra may get a “odd feeling” about that particular tree will be left in place of the now dead character. If he
limb, while those that can See Chakra may see a stark passes the Fortitude saves, the character manages to
difference in the chakra flow of that limb (Spot Check: reign in the power, and merely suffers a -5 to all Chakra
DC 15). Characters that can See Through Chakra do not Control checks until the end of the encounter. Passing
need to make a Spot check, and can see that the chakra the Reflex save means the character manages to tear off
flow there is a bright, forest-green and clearly not the the part of his body the cells were grafted to, and suffers
characters’ own. all the associated penalties for missing a limb. If the part
The Innate Template is one the character has gained at of his body is necessary for survival (e.g his head or
birth; a kekkei genkai, and can only be taken at first level torso), then the characters acts as though he failed his
with the GM’s permission. Reflex save, and suffers the above fate.
The tree created occupies a fighting space of a creature
Type: As the base Creature.
one size category larger than the character, and is
Abilities: +2 Constitution
centered on the square the character occupies. Any
Saves: +2 to all Will saves.
creature that finds itself within this space while a
Special Qualities: Vitality of the First Hokage, Mokuton
character is being consumed must make a Reflex save
Release, Curse of the First’s Cells.
(DC 23) or suffer 1d6 Strength ability damage and
Level Adjustment: +2 Artificial, +3 Innate
become pinned. A natural 1 means the creature has
ARTIFICIAL become trapped inside the tree, and takes 3d6 Strength
VITALITY OF THE FIRST HOKAGE damage, make a massive damage save to avoid being
Hit Points: You gain +1 hit points per Hit Dice. At the
reduced to -1 hit points and dying, and begin holding his
GM’s discretion, this may include all your Hit Dice, even
breath, as per suffocation rules.
those before you gained the Template “Hashirama’s
Should the character ever completely deplete his
Cells”
chakra pool and reserves, he is immediately consumed
Chakra: You count as one level higher to determine
and turned into a tree, without getting to make a
the amount of bonus chakra you gain from levels. This
Fortitude save.
does not increase any bonus chakra or reserves gained
from class levels, only character levels. INNATE
Talents: You count as though having selected the As the “Artificial” template, but include the following:
Tough Hero talent “Stamina”, even if you do not meet VITALITY OF THE FIRST HOKAGE (INNATE)
the prerequisites. If you already have this talent, then Hit Points: You gain +2 hit points per Hit Dice. At the
this grants no further effects other than those listed. GM’s discretion, this may include all your Hit Dice, even
Mokuton Affinity: You gain a Mokuton nature those you gained before you gained the Template
transformation. With your GM’s permission, this may “Hashirama’s Cells”
become your Primary affinity, at which point your Chakra: You count as two levels higher to determine
original Primary affinity downgrades to a Secondary the amount of bonus chakra you gain from levels. This
nature transformation. Note that this doesn't include the does not increase any bonus chakra or reserves gained
composite elements, Suiton and Doton, although you are from class levels, only character levels.
not prevented from acquiring them later through other MOKUTON (INNATE) ELEMENTAL AFFINITY
means. You gain a Primary Mokuton affinity, and your
CURSE OF THE FIRST’S CELLS Primary affinity selected at first level is downgraded to
The power of the First Hokage is difficult to control, a secondary nature transformation. You also gain Suiton
and as such, poses a danger on those without sufficient and Doton as secondary nature transformations.
power to reign in the effects, lest he become consumed In addition, the character is not affected by Curse of
by the power. Whenever your chakra reserves drops to the First’s Cells, and does not ever risk being consumed
10% its maximum or below, you must begin making
by the cells for completely reducing his chakra pool and 13th —
chakra reserves to 0. 14th —
Special: The GM may, at his discretion, allow a
15th —
character who has possessed the “Artificial” version of
this template for a long time, and with sufficient 16th —
training, upgrade it to an “Innate” template by paying 17th Serpent Crawl (full-speed)
the additional ECL cost. 18th —
HARMONY OF THE FOREST 19th —
Prerequisite: Hashirama’s Cells Template (Artificial), 20th Venom Stores (3 doses)
Chakra Pool 100, Ninjutsu 20 ranks, Chakra Control 20
ranks.
Benefit: Through difficult training of body and spirit NATURAL WEAPON (BITE) (EX)
and, you have managed to achieve a mastery over the The creature gains a bite attack at 1st level. This is in
First’s Cells. You gain a +4 bonus to all Fortitude saves the form of retractable fangs that normally lie dormant,
made when resolving Curse of the First’s Cells, and you but can be extended as a free action on the creature’s
only need to start making rolls once your chakra pool turn that does not provoke an attack of opportunity. The
drops to 5% of its total maximum. In addition, once per bite deals slashing, bludgeoning or piercing damage
encounter you may spend an action point to re-roll any appropriate to the creature’s size category, which is 1d4
failed Fortitude save made to resolve the Curse of the for a Medium creature.
First Hokage’s Cells. SNAKE SENSE (SU)
The creature can activate this as a move action that
HEBIHA does not provoke an attack of opportunity. The creature
gains the Temorsense extraordinary ability with a range
Few shinobi have ever been seen in possession of this
of 30 feet. In addition, the creature gains a +2 bonus to
strange and rare bloodline. Over the course of the
listen checks while this ability is active. This ability costs
character’s life, he will gradually gain traits related to
1 point of chakra per minute to maintain.
those of a snake, namely the formation of retractable
fangs and a poison gland that resides in the character’s VENOM STORES (EX)
mouth. Albeit a freakish bloodline, there is no doubt that At 5th level the creature develops glands in the roof of
the Hebiha blood is powerful. the mouth that can store a single dose of poison. Doing
so is a full-round action that may provoke an attack of
REQUIREMENTS opportunity, and costs 3 points of chakra. The poison
Skills: Escape Artist 3 ranks, Spot 3 ranks
must be an injury-type poison, and on a successful attack
Feats: Advanced Bloodline (Hebiha)
that deals at least one point of damage, the target is
TABLE: HEBIHA BLOODLINE TRAITS exposed to the poison and suffers its full effects. The
glands can hold only 1 dose of poison initially. This
Hebiha
ability increases to 2 doses of poison at 12th level, and 3
Level Minor
doses of poison at 20th level. At the GM’s discretion, this
1st Natural Weapon (bite) may have to be the same-type of poison.
2nd Snake Sense
SERPENT CRAWL (EX)
3rd — At 9th level, the creature can opt to move on all fours
4th — up to half his maximum land speed. Doing so is a move
5th Venom Stores (1 dose) action that provokes an attack of opportunity. Whilst on
all fours, he suffers the penalties for being prone as
6th —
normal, except that he takes no penalty for attacking
7th — with his bite. At 17th level, the creature can move as
8th — freely as though he was on two legs, and no longer
9th Serpent Crawl (half-speed) suffers any of the penalties normally associated with
being prone.
10th —
11th —
12th Venom Stores (2 doses)
HEBIHA FEATS 15th — —
16th — Blinding Speed 3/day
IMPROVED NATURAL ATTACK (BITE)
Prerequisite: Advanced Bloodline (Hebiha), Natural 17th Slow Fall (unlimited) Up the Walls (+10 ft.)
Attack (Bite). 18th — —
Benefit: As Improved Natural Attack (page 844), but 19th — Hiraishin 5
only applies to the bite attack gained by this bloodline.
20th Hiraishin 4 Blinding Speed 4/day
Increase the damage die for the creature’s bite attack by
one step. For a Medium creature, this feat would grant a
bite attack of 1d6. HIRAISHIN (SU)
You gain the indicated number of Speed Ranks. In
INNATE VENOM
Prerequisite: Venom Stores, Craft (Chemical) 8 ranks. addition, you can activate your Speed Rank ability
Benefit: By sacrificing the ability to store 1 does of without paying Chakra for a number of rounds per day
poison in your poison glands, you permanently gain the equal to your Hiraishin ability plus your Dexterity
use of a chosen injury-type poison. The character can modifier, which stacks with the free use gained from
naturally refill the gland with this poison after 1 round Mastering the Speed Rank Training techniques.
as a full-round action that costs 3 chakra (see Hebiha). BLINDING SPEED (EX)
However, the character may spend double the normal Up to a number of times a day (see table), while his
chakra cost to refill the gland as a free action on his next Hiraishin is active, the character may spend 2 chakra
turn. points to move both before and after making an attack,
and give himself a +2 to his attack and damage rolls, for
the duration of the attack. This ability must be declared
HIRAISHIN before the character does any action besides a free
action.
REQUIREMENTS
MINOR UP THE WALLS (EX)
Skills: Balance, Jump or Tumble 2 ranks. While you have Speed Rank 1 or greater active, you
Feats: Advanced Bloodline (Hiraishin). can run up 45-degree surfaces without penalty, and can
INTERMEDIATE run up vertical surfaces during a move action by making
Skills: Balance, Jump or Tumble 4 ranks. a Climb or Tumble check (DC 20). If you do not reach a
Feats: Advanced Bloodline (Hiraishin). horizontal surface by the end of the movement, you
begin to fall.
TABLE: HIRAISHIN BLOODLINE TRAITS

Hiraishin Hiraishin
SLOW FALL (EX)
When the character's Hiraishin is active and the
Level Minor Major
character is currently falling within 10 feet of a wall or
1st — Hiraishin 1
otherwise solid vertical surface, he may treat his fall as
2nd Hiraishin 1 Blinding Speed 1/day though it was a shorter distance.
3rd — —
4th — Up the Walls
HIRAISHIN FEATS
5th Up the Walls Hiraishin 2 ORDER OF FUJIN
6th — — Prerequisite: Hiraishin 1
Benefit: The character’s normal speed ranks stack with
7th — Slow Fall (50 ft.)
the speed ranks granted by their Hiraishin ability while
8th Hiraishin 2 Blinding Speed 2/day Hiraishin is active. This does not enable the character to
9th — — go past Speed Rank 10.
10th — Hiraishin 3 EYES OF THE GODS
11th Slow Fall (50 ft.) Up the Walls (+5 ft.) Prerequisite: Hiraishin 1
12th — — Benefit: The character gains High Speed Sight equal to
their Hiraishin speed rank bonus while their speed ranks
13th — Slow Fall (unlimited)
are active.
14th Hiraishin 3 Hiraishin 4
HOZUKI WATER BODY (SU)
With this ability, the character uses a number of
After decades of research and experimentation in the
Suiton Units stored in his body. The user's body stores
water country to create the perfect warrior, finally a clan
up to one unit plus one per two levels, and once used the
achieved this goal, and very few of its members were
Suiton Unit is wasted. These Suiton Units may be
able to develop the abilities needed to perform as a water
restored by drinking water (two liters per unit) and can
shinobi in that environment.
be used to activate some of the character's abilities.
REQUIREMENTS Additionally, and at expenses of an Action Point, the
MINOR
character may sacrifice one or more Suiton Units in
Elemental Affinity: Water.
order to recover a number of Hit Points equal to 1d6 per
Ability Scores: Strength 13
Suiton Unit sacrificed. This may be done as a full round
Skills: Swim 2 ranks.
action that does not provoke an attack of opportunity by
Feats: Advanced Bloodline (Hozuki)
succeeding a Chakra Control Check (DC 12 + 2 per each
INTERMEDIATE Unit). Once every 24 hours one Suiton Unit is
Elemental Affinity: Water. irremediably wasted to keep the character's organism
Ability Scores: Strength 13 working. If he happens to run out Suiton Units, he will
Skills: Swim 4 ranks. receive one point of Constitution damage every hour
Feats: Advanced Bloodline (Hozuki) until he is dead or he drinks enough water to acquire a
MAJOR Suiton Unit.
Elemental Affinity: Water. RESIST (SU)
Ability Scores: Strength 13 The character gains Water Resistance by the specified
Skills: Swim 4 ranks. amount.
Feats: Advanced Bloodline (Hozuki)
MOLDING (SP)
TABLE: HOZUKI BLOODLINE TRAITS The character can activate this ability by spending a
Hozuki Hozkui Hozuki Suiton Unit as a move equivalent action that does not
Level Minor Intermediate Major provoke an attack of opportunity, and its effects will last
1st for one round per character level (or until dismissed).
Water Body Water Body Water Body
While this ability is active, the character possesses
2nd — Resist 1 Resist 1
Strength Rank 1 (Water Molding 1), Strength Rank 2
3rd — — Molding 1 (Water Molding 2) or Strength Rank (Water Molding 3).
4th Resist 1 Resist 2 Resist 2 RESILIENT (SP)
5th — Molding 1 — The character can activate this ability by spending a
6th Resilient 1/- Resilient 2/- Resist 3 Suiton Unit as a move equivalent action that does not
7th provoke an attack of opportunity, and its effects will last
— — Resilient 5/-
for one hour per character level (or until dismissed, as a
8th Resist 2 Resist 3 Resist 4
swift action). While this ability is active, the character
9th — — — possesses Damage Reduction as stated for his progression
10th Molding 1 — Resist 5 and level. Every time the character takes damage (which
11th — Resist 4 Molding 2 is reduced by this ability) a Suiton Unit is expended. This
ability cannot be used if the character has one or none
12th Resist 3 Resilient 4/- Resist 6
Suiton Units, and stops working automatically when the
13th — — Resilient 10/- character has only one Unit on him. This ability can also
14th Resilient 2/- Resist 5 Resist 7 be used as a swift action in response to an enemy's attack,
15th — Molding 2 — whenever the user is not flat footed or has his Dexterity
negated somehow. This can be done by expending an
16th Resist 4 — Resist 8
action point, and if used in this way, the ability only lasts
17th — Resist 6 Molding 3
for 1 round per level.
18th Resilient 3/- Resilient 6/- Resist 9
19th — — Resilient 15/-
20th Resist 5 Resist 8 Resist 10
HYOUMA a 5 ft area, or concentrate for a minute to create up to 20
ft radius of ice. The ice forms in an area around you in a
The Yuki clan is a clan of the frozen wastes whose circle with you at the center.
bloodline grants them exceptional resilience to cold, and Areas covered in this ice count as a slipper surface for
the capability to manipulate it expertly. anyone besides the user, requiring DC 15 Balance check
REQUIREMENTS or the use of Yukigutsu (Snow Walking) technique.
Elemental Affinity: Water or Wind. Failing means the creature falls prone. Activities such as
running or jumping or anything else the GM includes
TABLE: HYOUMA BLOODLINE TRAITS
raises the DC by 5.
Hyouma While Hyouma is active the user is able to provide all
Level Intermediate the ice needed for any ice-based techniques
1st Hyouton automatically.
2nd Cold Blooded +1 ARCTIC PROTECTION (SU)
3rd — Gain Cold Resistance.
4th Hyouma (Half) ARCTIC TRACKING (SU)
5th — While Hyouma is active, you can spend a swift action
6th to gain a Tremorsense for 1 + Constitution modifier in
Arctic Protection 10
rounds. It has a range of 30 feet and only functions on
7th —
ice or snow.
8th Hyouma (Full)
HYOUMA (FULL) (SU)
9th Arctic Tracking As Hyouma (half), but your burrow speed increases to
10th Cold Blooded +2 your normal movement speed. You may add your
11th — Intelligence modifier to all Hyouton techniques. As well
12th your ability to create rings of ice improve, you can now
Arctic Protection 15
spend a move action to freeze enough water to create a
13th —
circle with a radius of 20 ft. and spend a minute
14th Cold Blooded +3 concentrating to create a ring 80 ft. in radius.
15th —
16th Cold Blooded +4 HYOUMA FEATS
17th —
18th Arctic Protection 20 ADVANCED HYOUMA
Prerequisite: 11th level, Hyouma (Full)
19th —
Benefit: You double your Intelligence modifier bonus
20th Cold Blooded +5 to damage done by Hyouton techniques.

IMPROVED ARCTIC TRACKING


HYOUTON Prerequisite: Arctic Tracking
The character gains the Hyouton feat at first level of Benefit: Upon using Arctic Tracking the user doubles
this bloodline. their Constitution modifier bonus to determine how
COLD BLOODED (EX) long their Tremorsense lasts. As well the range increases
You gain a bonus to learn, identify, and perform to 45 ft.
Hyouton techniques.
HYOUMA TECHNIQUES
HYOUMA (SU)
As an attack action, you gain a burrow speed that only SHUUGYOU: AIAN'AISU (TRAINING: IRON ICE)
Training (Ninjutsu; Requires Training (f))
functions in ice, snow, or fully frozen surfaces equal to
Rank: 4 (C); Learn DC: 17, 2 successes.
half your normal movement speed. While burrowing,
you may choose whether to leave tunnels as you move. Upon learning this technique, any ice created by the
This ability costs 3 Chakra per minute and can be user (whether ability or technique) has an increased
deactivated as a free action. While Hyouma is active, you Hardness of 5 and double the normal HP.
can spend a move action to freeze enough water to cover
The Jiang Shi is able to drain the chakra of an
individual through its touch and its bite.
JIANG SHI (TEMPLATE) The base creature may, as an attack action that
provokes no attack of opportunity, make a touch attack
Through techniques, 'magic' or other supernatural
against a creature within its reach. If successful, the base
methods a deceased person's soul remains within its
creature deals 1 point of damage per 2 HD it possesses.
body after death. Without being sent off into the
The base creature regenerates 2 points of chakra per
afterlife, the deceased rises as a hungry zombie eager to
damage dealt in this method.
consume the spirit of the still-living.
The base creature may opt to bite the enemy while
This template alters a humanoid, hereto referred to as
grappling instead of dealing its normal unarmed damage.
the base creature.
The bite deals damage as it normally would for the base
Type: Type changes to Humanoid (Augmented). creature, and the base creature regenerates chakra equal
Hit Die: All Hit Dice move up by one category (d4->d6, to the damage dealt.
d6->d8, d8->d10, d10-d12). A Jiang Shi may not regenerate chakra by consuming
Abilities: +4 to Strength, -2 to Dexterity, -4 to the chakra of living non-sentient lifeforms.
Constitution, +2 to Wisdom. TOUCH THE SOUL THROUGH BLOOD
Saves: +2 bonus versus Chakra damaging or draining A Jiang Shi must feed. It cannot, will not and should
attacks. +2 bonus versus Genjutsu and Fear. A +4 bonus not ignore that desire, or it risks death.
versus poison and disease. A Jiang Shi with a chakra pool of 0 takes 1 point of
Skills: -4 penalty to Chakra Control checks, +2 bonus to Constitution damage per day that it does not feed.
Survival checks to track living beings. Further, a Jiang Shi that detects a chakra signature of
Feats: The base creature gains Will Over Flesh as a bonus Strong goes into a frenzy and must attack the owner of
feat. that signature to the best of its abilities with the intent
Natural Attacks: 1 bite dealing 1d6+Strength, 2 claw to drain the owner's chakra. This can be prevented by
attacks dealing 1d4+1/2 Strength. making a Will Save at a DC equal to 10+Owner's HD.
Special Qualities: Leaking Chakra, Soul Tracking, The DC is increased by 10 if the creature's chakra
Chakra Draining, Touch The Soul Through Blood. signature is Overwhelming.
Level Adjustment: +2 The Jiang Shi gains a +4 bonus to its Strength and
LEAKING CHAKRA Dexterity scores and takes a -4 penalty to its Wisdom,
The Jiang Shi's soul, like all others, attempted to go to Intelligence and Charisma scores while frenzied. While
the afterlife after death. Attachments, magic or frenzied, the Jiang Shi cannot use any Charisma-,
techniques forced the soul back into the body, but left a Dexterity-, or Intelligence-based skills (except
'wound' through which the soul originally left. Intimidate), the Concentration skill or any abilities that
The base creature loses its chakra reserve (treat as if it require concentration, nor can he perform Chakra
had a reserve of 0) but never suffers from Chakra Control, Genjutsu, or Ninjutsu techniques, and can only
Depletion or penalties from having a low Reserve. The perform Taijutsu that do not require the Concentration
base creature loses the ability to make a Chakra Control component.
check in order to tap reserves. The base creature cannot If the Jiang Shi defeats the trigger of its frenzy it must
naturally regenerate chakra and loses chakra at a rate of attempt to feed until it has drained a chakra equal to the
5 per day. Jiang Shi's hit dice.
However, Jiang Shi are held together as much by their
SOUL TRACKING
willpower as they are by their chakra. As such, a Jiang
The Jiang Shi is able to detect a creature's presence
Shi may exempt 1 creature per point of Wisdom modifier
through its breathing. A Jiang Shi gains Blindsense
from triggering the frenzy effect of this ability.
within a radius of five feet. Further, a Jiang Shi is able to
make a Survival check to track creatures with chakra
without the Track feat. A Jiang Shi is able to identify a
creature's chakra strength and reserves through its
breath, and gains the Sense Chakra ability at a range of
thirty feet. The Jiang Shi's Sense Chakra ability cannot
be turned off.
CHAKRA DRAINING
KAMITORA EYES OF THE PREDATOR
Prerequisite: Darkvision 30 ft.
Benefit: Your Darkvision increases another 30 ft. and
KAMITORA FEATS your Light Sensitivity penalty increases by -1.
AUGMENTED ART
Prerequisite: Monster Summoner II, Ninjutsu 6 ranks,
Craft (calligraphy) or Craft (visual arts) 6 ranks.
KAZAGURUMA [DOUJUTSU]
Benefit: Each creature you summon gains a +4
The Kisharin clan’s Kazaguruma is a bloodline that
enhancement bonus to Strength and Constitution for the
manifests itself in the eyes and allows the wielder to
duration of they are summoned.
amplify their already awesome Genjutsu prowess. Its
EPIC MONSTER SUMMONER name derives from the appearance of the eye when the
Prerequisite: Monster Summoner IV, Ninjutsu 24 Kazaguruma activates; that of a wheel that constantly
ranks, Craft (calligraphy) or Craft (visual arts) 24 ranks. spins while active.
Benefit: Your summoned creatures can have more REQUIREMENTS
than 20 HD, up to the user’s level in hit dice. Skills: Genjutsu 4 ranks, Spot 2 ranks.
Normal: Your summoned creatures cannot have more Feats: Advanced Bloodline (Kazaguruma).
than 20 hit dice.
TABLE: KAZAGURUMA BLOODLINE TRAITS
RESILIENT ART Kazguruma
Prerequisite: Monster Summoner II, Ninjutsu 10
Level Intermediate
ranks, Craft (calligraphy) or Craft (visual arts) 10 ranks
1st Genjutsu Adept
Benefit: Pick either Fire or Water damage, your
creatures no longer take one-half again as much damage 2nd Kazaguruma Eye +1
from that source. 3rd —

VISIONS OF ART 4th Gaze Ability 1


Prerequisite: Ink Vision, Ninjutsu 8 ranks, Craft 5th —
(calligraphy) or Craft (visual arts) 8 ranks 6th Kazaguruma Eye +2
Benefit: You are able to cast Genjutsu with the subtype
7th —
of Doujutsu through the eyes of your summons. The
8th Gaze Ability 2
doujutsu’s rank cannot be higher than your level - 6. In
the case of having Genius Ninja (Genjutsu) the highest it 9th —
may be is your level - 4. All other effects remain the same 10th Kazaguruma Eye +3
and the creature summoned pays for the cost of the jutsu. 11th —
No jutsu used in this manner may be altered by class
12th Gaze Ability 3
abilities or meta-chakra abilities or any other form of
alteration from artifacts. 13th —
14th Kazaguruma Eye +4
15th —
KATSUGAN [DOUJUTSU] 16th Gaze Ability 4
KATSUGAN FEATS 17th —
18th Kazaguruma Eye +5
DAYLIGHT ADAPTATION 19th —
Prerequisite: Light Sensitivity -2
Benefit: The character no longer suffers from the 20th Gaze Ability 5
penalty of Light Sensitivity unless the exposure to light
is sudden and abrupt, such as from a jutsu, sudden BONUS FEAT
exposure, flash bangs or other similar instances. You The character gains the Genjutsu Adept feat at first
suffer a -30 ft. penalty to your Darkvision for your level of this bloodline.
adaptation to sunlight.
KAZAGURUMA EYE (SU)
The character activates this ability as a move- can make a Will save (DC 10 + O character level + Cha
equivalent action that does not provoke an attack of modifier) to negate the effects of this ability. If the
opportunity. While active the character gains an insight creature fails the save, their body starts to stiffen and he
bonus to Spot checks, Will saves against Genjutsu becomes temporarily petrified. He falls prone and is
techniques, and Genjutsu checks to perform or identify considered paralyzed for 1 round.
techniques, and detect illusions equal to the indicated The character cannot use this ability if he is blinded.
number in the chart. If the character is dazzled, then the DC required to avoid
The character can concentrate as a move-equivalent the gaze attack is reduced by 2 and the duration of the
action to See Chakra for as long as he can concentrate, ability is halved (Minimum 1 round). After using one of
plus 5 rounds. Concentrating this way is the same as the gaze abilities above, the character takes a -1 to attack
concentrating on a technique. rolls and skill checks for 1 round. Each ability above has
The Kazaguruma Eye costs 2 chakra every 3 rounds to a chakra cost equal to the indicated number in the chart.
maintain. If the character is blinded, he gains none of the
benefits of this ability. KAZAGURUMA FEATS
GAZE ABILITY (SU) BATTLE READY (KAZAGURUMA) [META-CHAKRA]
The character can only use his gaze abilities while his Prerequisite: Advanced Bloodline (Kazaguruma)
Kazaguruma Eye is active. Each progression in this Benefit: You may spend 1 meta-chakra feat to activate
ability offers a different ability as stated below. Kazaguruma Eye as a swift action.
KAZAGURUMA EYE +1
Once per encounter, the character can make a gaze
attack on a single creature within 30 feet. The creature
KAZE [DOUJUTSU]
can make a Will save (DC 10 + O character level + Cha REQUIREMENTS
modifier) to negate the effects of this ability. If the Ability Scores: Strength, Dexterity, or Constitution 14
creature fails the save, the creature becomes dazed for 1 Skills: Spot or Search 2 ranks, Taijutsu 4 ranks
round. Feats: Advanced Bloodline (Kaze) or True Purple Eyes
KAZAGURUMA EYE +2 TABLE: KAZE BLOODLINE TRAITS
Once per encounter, the character can make a gaze
Kaze
attack on a single creature within 30 feet. The creature
Level Intermediate
can make a Will save (DC 10 + O character level + Cha
modifier) to negate the effects of this ability. If the 1st Purple Eyes +2
creature fails the save, they begin to see the things they 2nd —
fear form around them causing them to become shaken 3rd Deadly Insight +1
for 1d4 rounds.
4th —
KAZAGURUMA EYE +3 5th High Speed Sight 1
Once per encounter, the character can make a gaze
6th Deadly Insight +2
attack on a single creature within 30 feet. The creature
can make a Will save (DC 10 + O character level + Cha 7th —
modifier) to negate the effects of this ability. If the 8th —
creature fails the save, they begin to feel nauseated for 9th Deadly Insight +3
1d4 rounds.
10th Purple Eyes +4
KAZAGURUMA EYE +4 11th High Speed Sight 2
Once per encounter, the character can make a gaze
12th Deadly Insight +4
attack on a single creature within 30 feet. The creature
can make a Will save (DC 10 + O character level + Cha 13th —
modifier) to negate the effects of this ability. If the 14th —
creature fails the save, their eyes start to blacken to the 15th Deadly Insight +5
point of blindness for 1d4 rounds.
16th —
KAZAGURUMA EYE +5 17th High Speed Sight 3
Once per encounter, the character can make a gaze
18th Deadly Insight +6
attack on a single creature within 30 feet. The creature
19th — KEIRIGAN [DOUJUTSU]
20th Purple Eyes +6
KEIRIGAN FEATS
PURPLE EYES (SU) DISREGARD DENSITY
The character can activate this power as an attack Prerequisite: Keirigan +2
action, and deactivate it as a free action. Maintaining the Benefit: The character is able to see the flaws in objects
Purple Eyes active costs the user 2 points of chakra per so much so that they can cause direct damage to the
round. object. The character may ignore a number of hardness
The character gains an enhancement bonus to his on an object they are attacking equal to their Keirigan
Strength, Constitution, and Charisma scores. This does while it is active.
not apply to HP rolls or Attack rolls. This does apply to
skill checks, carry weight, and Fortitude saves.
INCREDIBLE DENSITY
Prerequisite: Keirigan +2
While the Purple Eyes are active, the character
Benefit: The character’s insight into the weaknesses of
becomes unable use the Concentration skill, and
objects enables them to craft superior items compared to
Intelligence or Wisdom based skills other than Spot and
those who lack this insight. The character may increase
Search. He is also unable to perform techniques
the hardness of any object they craft by an amount equal
requiring the Concentration component. He remains
to their Keirigan’s bonus.
able to Sense Chakra normally, and is treated as a
creature 3 levels higher when it comes to sensing chakra. EPIC KEIRIGAN [EPIC]
DEADLY INSIGHT (SU) Your ability at maintaining the Keirigan activated for
The character gains an insight bonus to attack rolls and a long time improves further, enabling you to keep your
Reflex saves while the Purple Eyes Ability is active. Keirigan activated, to some extent, most of the day.
Prerequisite: Keirigan Eye +4, Spot 18 ranks, Search 18
HIGH SPEED SIGHT (SU) Benefit: You gain the ability to partially activate your
When the Purple Eyes Ability is active; the character
Keirigan eye. In this state, the
gains a High Speed Sight of the specified amount for as
Keirigan Eye only grants half its standard bonus,
long as he can See Chakra.
rounded down (maximum +3), and you cannot use any
KAZE FEATS abilities relevant to the Keirigan eye (such as Deadly
Insight, Executioner’s Mark, or High-Speed Sight).
BATTLE READY (PURPLE EYES) [META-CHAKRA] You may still perform techniques requiring the
Prerequisite: Advanced Bloodline (Purple Eyes) Keirigan to be active and concentrate to See Chakra.
Benefit: You may spend 1 meta-chakra feat to activate The cost of Epic Keirigan is paid every 10 minutes (1
Purple Eyes as a swift action. point of chakra), rather than every two rounds.

TRUE PURPLE EYES


You’re a direct descendant of the Kaze clan, and your KESSHUU
bloodline is extremely potent.
Prerequisite: Str, Dex or Con 16, and Spot or Search 4 A bloodline strong in the Garou Clan of the mountains
ranks, Taijutsu 4 ranks, and can only be taken at 1st of Kumogakure. This monstrous power gives its wielder
level. the ability to consume the hearts of his freshly slain
Benefit: The character gains the Purple Eyes victims and gain their strength. Such an action is usually
bloodline, and his ECL increases by 1 immediately when incredibly euphoric and quickly becomes an addiction
taking this feat. The character's Purple eyes ability for many ninja 'suffering' from this bloodline.
becomes a permanent sacred bonus as soon as it is
gained, and can never be turned off. The bonuses
REQUIREMENTS
Feats: Advanced Bloodline (Kesshuu)
conferred by it are also permanent, but he retains his
concentration normally, still able to perform techniques TABLE: KESSHUU BLOODLINE TRAITS
with the Concentration components, use the Kesshuu
Concentration skill and Intelligence and Wisdom based Level Intermediate
skills. 1st Heart of the Hateful Monster
2nd Scent (15 ft.)
3rd — rolls, damage rolls, skill checks and ability checks during
4th Hunting the Bloody Prey this period.
The bonuses gained, except regained HP or chakra,
5th —
from consuming a creature's heart last for one week or
6th Scent (30 ft.) until another heart is consumed, which then replaces the
7th — previous bonuses regardless if they’re better or worse.
8th Survival +4 Consuming the heart of a slain creature takes one minute
9th — to remove undamaged and any interruption during this
time has a 20% chance to irrevocably damage the target
10th Instincts of the Predator, Scent (45 ft.)
heart. Consumption of damaged hearts gives no benefits
11th — or penalties, but does allow the consumer to regain HP
12th Survival +5 and chakra as if he had a full night's rest.
13th — Further, consuming a heart carries a 33% chance per
heart consumed to cause Heart's Blood Addiction, which
14th Scent (60 ft.)
requires a Will Save with a DC equal to 10+1/2 HD of
15th —
slain creature + Slain creature's Charisma Score every
16th Survival +6 time the afflicted kills a creature or finds a dead body or
17th — the afflicted creature must consume the slain creature's
18th Hateful Heart of the Hunting Wolf heart without regard for any immediate danger.
Scent: The base creature gains scent out to the specific
19th —
range based on his level. It functions as normal scent in
20th — every way except range.
HUNTING THE BLOODY PREY (EX)
HEART OF THE HATEFUL MONSTER (EX) As a move action that provokes no attacks of
The special ability of Kesshuu users is both the most opportunity, the user may use his/her Scent ability to
basic and the most powerful. This ability grants the user discern the relative strength of a single creature in
the ability to consume the heart of a slain foe. To be his/her Scent range. The user knows whether the target
eligible for consumption, the heart must be intact and has a higher or lower HD than his/herself, knows
belong to a humanoid or monstrous humanoid enemy. whether the target has a higher Constitution modifier
When consumed, the user gains one of the three than him/her and gains a +4 to track the target by scent.
following benefits: Survival: The base creature gains a bonus to Survival
1. The user gains a +1 blood bonus to his/her checks equal to the number listed.
Strength score per point of the consumed creature's INSTINCTS OF THE PREDATOR (EX)
Strength modifier. A particularly strong foe drives the Kesshuu into a
2. The user gains a +1 blood bonus to his/her euphoric frenzy. After using his/her Hunting the Bloody
Dexterity score per point of the consumed creature's Prey ability the user gains a +1 morale bonus to skill
Dexterity modifier. checks and attack rolls per 4 HD of the target creature.
3. The user gains a +1 blood bonus to his/her This ability will not work if the creature has fewer HD
Constitution score per point of the consumed than the user. These bonuses last for 2d4+2 rounds or
creature's Constitution modifier. until the target creature is slain.
Any blood related ability, such as those granted from
a bloodline, any sealing jutsu written in the user's blood
or any blood pacts; Become usable by Kesshuu user as
HATEFUL HEART OF THE HUNTING WOLF (EX)
The user gains +1 to attack rolls and damage rolls
long as they do not require extra appendages. Any such
against humanoid and monstrous humanoid opponents.
gained ability and associated DC is recalculated with the
The user may, at the expense of an action point, consume
user's level and stats instead of the target's.
a heart as a full round action but doing so increases the
The user regains chakra and hit points as if she had a
chance of Heart's Blood Addiction by 33%.
full night's rest.
Euphoria overtakes the user for 2d4+2 hours after the
consumption. The user gains a +2 morale bonus to attack
KETSUEKI they regain the lost Constitution, health and chakra. If
disarmed of the weapon, the user must make a
This ability appears in certain children, regardless of concentration check (DC equal to the attack roll that was
clan. The reason this appears is still unknown, it could made to disarm them), if they succeed, the weapon
be a genetic abnormality or an actual, albeit spread out, breaks into a mist and returns to the user's blood stream,
bloodline. he may then reform it as normal, if he fails the
REQUIREMENTS concentration check, the weapon turns to normal blood
Ability Scores: Constitution 15 and may not be reabsorbed and the weapon's creator
Feats: Advanced Bloodline (Ketsueki), Blood Mage (if must heal the Constitution damage normally (1 point per
taken for the Bloodline, Fuinjutsu requirement is only 4 day of rest, as temporary damage). A Blood Weapon may
ranks). be sundered as a normal weapon, having hardness equal
to twice the user's Con modifier and Hit Points equal to
TABLE: KETSUEKI BLOODLINE TRAITS
twice his Con score. If the weapon is sundered, it turns
Ketsueki to normal blood and may not be reabsorbed and the
Level Intermediate weapon's creator must heal the Constitution damage
1st Advanced Blood normally. A character may only have one Blood Weapon
2nd — created at a time (see Blood Weapon (Utility)) and the
3rd Blood Weapon (Tiny) Constitution damage may not be healed as long as the
weapon is formed. A Blood Weapon counts as chakra
4th —
enhanced for the purposes of overcoming damage
5th Blood Training reduction. A character may have Weapon enhancement
6th — seals placed on their forearm (using up body seal slots
7th Blood Weapon (Small) accordingly) to enhance their Blood Weapon.
8th — BLOOD TRAINING (SU)
9th Gift of the Blood The character may gain a bonus to learn certain
techniques equal to half their character level. This bonus
10th —
applies to any technique requiring the Blood Mage feat
11th Blood Weapon (Utility) as a prerequisite.
12th —
GIFT OF THE BLOOD (SU)
13th Infectious Blood The character may ignore the blood component for
14th — any summoning jutsu that deals no Constitution damage
15th Blood Weapon (Medium) from the loss of blood. Alternatively, when using a
summoning jutsu with a blood component the character
16th —
may take an amount of temporary Constitution damage
17th Living Blood to give the summoned creature 1d6 temporary hit points
18th — for every point of Constitution damage the summoner
19th Blood Weapon (Large) takes.

20th — BLOOD WEAPON (UTILITY) (SU)


The character may take a full round action to spawn
two Blood Weapons at once. These Blood weapons are
ADVANCED BLOOD (SU) formed in each hand and have a maximum size of one
The character can pay up to half the chakra cost of a
size category less than the character's normal maximum
jutsu or 5 (whichever is higher) when using their Blood
Blood Weapon size. A character must place one
Mage feat.
enhancement seal on each forearm to affect both
BLOOD WEAPON (SU) weapons (taking up two slots). A character takes Two-
The character may use their own blood to create any Weapon Fighting penalties for wielding two Blood
weapon that they are proficient with of the given size Weapons at once. In addition, whenever the character
category or lower as a move action. They take 1 forms a Blood Weapon into a weapon that can be thrown
Constitution damage per size category (1 for tiny, 2 for (such as a shuriken or a kunai) they may make thrown
small, etc.) and lose health and chakra accordingly. attacks as normal. After the weapon is thrown, the blood
When they return the blood to their body, a swift action,
disperses and reforms into the user's body at the end of 3rd Blood Rebellion (1d6)
their current turn. 4th Blood Companion (Medium)
INFECTIOUS BLOOD (SU) 5th Ketsuryugan +2
The character may apply a dose of their blood to any
6th Blood Rebellion (2d6)
non-bludgeoning weapon (an attack action). This dose
7th —
lasts until a creature is struck with the weapon. The first
time this weapon strikes a creature while covered, the 8th Ketsuryugan +3
character's blood seeps into the opponent's veins, 9th Blood Rebellion (3d6)
constricting them. That opponent takes a -5 penalty to 10th Blood Companion (Large)
the next save he makes against the blood user. This effect
11th Ketsuryugan +4
lasts for 24 hours. When applying Infectious Blood to a
Blood Weapon created by the user, they may use 12th Blood Rebellion (4d6)
Infectious Blood as a swift action. This ability may be 13th —
used once per day for every 4 levels the user has. 14th Ketsuryugan +5
LIVING BLOOD (SU) 15th Blood Rebellion (5d6)
The character may make a melee touch attack against 16th Blood Companion (Huge)
any creature infected with its Infected Blood ability and
17th Ketsuryugan +6
may spend any amount of chakra up to their character
level. The opponent takes 1d6 damage per point of 18th Blood Rebellion (6d6)
chakra sacrificed (half with a Fortitude save, DC 10 + 1/2 19th
character level of the blood user + user's Con modifier) 20th —
as the user's blood bursts from their veins. This ends
Infectious Blood.
KETSURYUGAN (SU)
The character activates this ability as an attack action
KETSURYUGAN [DOUJUTSU] that does not provoke an attack of opportunity. He gains
an insight bonus to Defense, Initiative and
The Ketsuryugan is a doujutsu kekkei genkai, which Spot checks and Genjutsu checks to detect illusions, as
appears in certain individuals of the Chinoike clan. The well as checks made to read lips or memorize a string of
Ketsuryugan is recognized by its reddish color, giving a numbers, words or certain details (such as a crime
special appearance for the users of this doujutsu, scene).
characterized as holders of "eyes as red as blood". The The character can concentrate for a move-equivalent
Ketsuryugan confers genjutsu casting abilities. Its power action to gain the ability to See Chakra for as long as he
earned it comparison to the Three Great Doujutsu. concentrates, plus 5 rounds. Concentrating this way is
The Ketsuryugan also gave the users the ability to the same as if he were concentrating on a technique.
manipulate the user's blood, or more accurately the iron The Ketsuryugan costs 1 point of chakra every other
in the blood, allowing the user to not only manipulate round to maintain. If the character is blinded, he gains
their blood, but any liquid with high iron concentration. none of the benefits of the Ketsuryugan. Unless caught
REQUIREMENTS flat-footed, immobilized or feinted against, the character
Ability Scores: Wisdom 15 cannot lose his Dexterity bonus to defense
Feats: Advanced Bloodline (Ketsuryugan) while the Ketsuryugan is active.
Deactivating this ability is a free action.
BLOOD REBELLION (SU)
Members of the Ketsuryugan bloodline have the
ability to manipulate their own and other’s blood, by
TABLE: KETSURYUGAN BLOODLINE TRAITS
touch in the case of others.
When the character touches an opponent or an
Ketsuryugan
opponent touches the character, the character gains the
Level Intermediate
ability to manipulate the blood of that creature as an
1st — attack action. This ability does not affect creatures
2nd Ketsuryugan +1 without blood.
This ability functions as a touch attack. If it hits, the CREATOR LINK (SU)
character spends 1 point of chakra per d6 they wish to A Blood Companion is linked to its creator mentally at
inflict up to the amount in parenthesis to the creature. all times. As long as a Blood Companion is within 100
The attack infects the target with the user’s own chakra feet of its creator its creator may send it commands and
which begins to invade their system, the victim may orders as if it were a Clone. This communication is solely
make a Fortitude save to resist this, DC 10 + 1/2 one-way, and the Blood Companion cannot send
character’s level + character’s Wisdom modifier. The messages back. The Blood Companion understands
chakra remains in the person’s system for a number of commands from its creator perfectly, but does not speak
days equal to the character’s Ketsuryugan bonus. To any languages and can only communicate in emotions
remove the chakra from the body of the victim before and very simple concepts. Blood Companions are always
the duration ends, a medical specialist of at least level 5 loyal and obedient to their creator, and cannot be forced
must tend to them via Iryou Ninjutsu: Ryoji - to betray their creator no matter the circumstances.
Ryoukudou and also be able to See Through Chakra or IMPROVED GRAB (EX)
have someone who can use the ability to assist them. If the creature hits with a melee weapon (usually a
Using this ability does not provoke an attack of claw or bite attack), it deals normal damage and attempts
opportunity. to start a grapple as a free action, doing so without
BLOOD COMPANION (EX) provoking attacks of opportunity. No initial touch attack
The character may turn a body of water into a Blood is required. Unless otherwise stated, improved grab
Companion as a standard action that does not provoke works only against opponents at least one size category
an attack of opportunity. In order to create a Blood smaller than the creature. A Small or smaller creature
Companion, the character needs a small source of water using improved grab does not apply its grapple modifier
(16 liters or more) nearby and must sacrifice 5 hit points to its grapple check.
as they cut themselves and bleed into the body of water The creature has the option to conduct the grapple
as a free action. A character may create a Blood normally, or simply use the part of its body it used in the
Companion of a size equal to the size listed in the table improved grab to hold the opponent. If it chooses to do
above, but may elect to create a smaller than the max the latter, it takes a –20 penalty on grapple checks but is
category. Each Blob size requires x4 more liters of water not considered grappled itself; the creature does not lose
than the previous size (64 for Large, 256 for Huge and so its Dexterity bonus to Defense, still threatens an area,
on), as well as an additional 5 hit points sacrificed per and can use its remaining attacks against other
larger size. opponents.
A Blood Companion may act on the round after it is A successful hold does not deal additional damage
created, and acts on its creator's initiative. unless the creature also has the constrict ability (see
The Blood Companion creature is listed below. A above). If the creature does not constrict, each successful
Blood Companion has HD equal to its creator's HD. A grapple check it makes during successive rounds
character may not create more than the character’s automatically deals the damage given for the attack that
Wisdom modifier of Blood Companions at a time. When established the hold.
a character creates a Blood Companion past their limit When a creature gets a hold after an improved grab
then the oldest active Blood Companion is destroyed. attack, it pulls the opponent into its space. This act does
not provoke attacks of opportunity. The creature is not
BLOOD COMPANION considered grappled while it holds the opponent, so it
Creature Type: Magical Beast (Good Fortitude, Good
still threatens adjacent squares and retains its Dexterity
Reflex, Poor Will; Base Attack Bonus (B))
bonus. It can even move, provided it can drag the
Hit Dice: d10
opponent’s weight.
Natural Weapons: One bite (Primary).
Special Qualities: Creator Link (Su), Escape Artist (Su), SWALLOW WHOLE (EX)
Earth Vulnerability (Su), Improved Grab (Ex), Swallow If the creature begins its turn with an opponent held
Whole (Ex), Water Absorption (Ex), Water Shot (Ex). in its mouth (see improved grab, above), it can attempt a
new grapple check (as though attempting to pin the
EARTH VULNERABILITY (SU)
A Blood Companion takes 50% more Doton damage
when subjected to Doton techniques or abilities that deal
Doton damage.
TABLE: BLOOD COMPANION

Size Def Str Dex Con Int Wis Cha Bonus Feats Special Spd (ft.)
M +4 16 15 12 8 13 8 Power Attack - 30, climb 30, swim 30
L +6 24 13 16 9 14 10 Impr Natural Attack (Bite) Swallow Whole 30, climb 30, swim 30
H +8 32 11 20 11 14 11 - - 40, climb 40, swim 40
G +10 40 11 24 12 15 12 - - 50, climb 50, swim 50
C +12 48 11 28 13 15 14 - - 60, climb 60, swim 60

opponent). If it succeeds, it swallows its opponent and SKILLS


deals bite damage. Unless noted otherwise, the opponent Hide +20 (when completely submerged in liquid),
can be up to one size category smaller than the receives a species Swim +10 bonus. Blood Companions
swallowing creature. favor Escape Artist, Hide, Listen, Move Silently, Spot,
Being swallowed has various consequences depending and Swim.
on the creature, but a swallowed opponent is considered Blood Companion: Medium magical beast; HD 1d10+1;
grappled, while the creature is not. A swallowed HP 5; Mas: —; Init +2; Spd 30 ft.;
opponent can try to cut its way free with any light Defense 16 (+2 Dex, +4 Natural), Touch 12, Flat-Footed
piercing or slashing weapon (the amount of cutting 14; BAB +1; Grap +4; Atk +5 melee (1d6+3 bite) or +3
damage required to get free is noted in the creature’s ranged (1d6 water shot); Full Atk +5 melee (1d6+3 bite)
descriptive text), or it can just try to escape the grapple. or +3 ranged (1d6 water shot);
If the swallowed opponent chooses the latter course, FS 5 ft. by 5 ft.; Reach 5 ft.;
success puts it back in the creature’s mouth, where it AL Creator;
may be bitten or swallowed again. SV Fort +1, Ref +2, Will +1; CP 2;
WATER ABSORPTION (EX) Str 16, Dex 15, Con 12, Int 8, Wis 13, Cha 8.
A Blood Companion may, as a full round action, absorb Skills: Spot +5, Listen +5, Hide +10 (when completely
a nearby source of water in order to increase its combat submerged in liquid).
effectiveness. A Blood Companion can hold up to its Feats: Weapon Focus (Bite)
Constitution modifier times 4 in liters of water at a time. Abilities: Creator Link (Su), Escape Artist (Su), Earth
For each 4 liters of water, the Blood Companion gains a Vulnerability (Ex), Improved Grab (Ex), Water
+1 bonus to damage rolls with its Bite and Water Shot Absorption (Su), Water Shot (Ex).
attacks.
Blood Companions lose water at a rate of 1 liter per KETSURYUGAN FEATS
minute, and a Blood Companion without any water
BLOOD DOCTOR
inside it falls apart. If a Blood Companion ever has less
Prerequisite: Reverse Doctor, Expert Healer
than 1/2 its Constitution modifier in liters of water
Benefit: You can, as a standard action, use your Blood
inside its body, then it reduces in size category by 1, once
Rebellion ability to heal an ally. When you use this
per minute, to a minimum of Medium.
ability, you roll Blood Rebellion damage as if you were 4
A Blood Companion is healed from Water Techniques
levels lower than you actually are. Using this ability in
equal to half the amount dealt.
this way costs 2 chakra per d6 you heal.
WATER SHOT (EX) Normal: Your Blood Rebellion only deals damage.
A Blood Companion may, as an attack action, shoot
water out of its body at a target. The Blood Companion
EXPLOSIVE BLOB
Prerequisite: Blood Companion (Small); Blood
chooses to spray a number of liters up to its HD at a
Rebellion (2d6)
target creature. This ability may be used against any
Benefit: Any Blood Companion you create gains the
creature or object within range, the attack is a line attack
Explosive Surprise ability.
with a length of 10 feet per liter spent. This ability
Normal: Your Blood Companions lack the Explosive
requires a ranged attack roll modified by Dexterity or
Surprise ability.
Constitution, whichever is higher, and deals 1d6 points
of damage per liter spent on the attack if it hits. The EXPLOSIVE SURPRISE (EX)
Blood Companion loses liters from its body A Blood Companion may, as a standard action, blow
appropriately when it uses this ability. itself up in order to deal 1d6 suiton damage per HD it
has. The explosion is a burst centered on the Blob with a
radius of 10ft+5ft per 2 HD of the Blood Companion. A Level Konpeki Shitai Major
Reflex save of 10 + 1/2 HD + Con Modifier will halve the 1st Shadow Arts
damage. A Blood Companion reflexively uses this ability
2nd —
as a free action when it is reduced to 0 HP or lower.
3rd Suppress Chakra
BATTLE READY (BLOOD COMPANION)
4th +4 Hide/Move Silently
Prerequisite: Blood Companion (Medium)
Benefit: You may create a Blood Companion as a move 5th —
action. It is only able to act the round after it is created. 6th Move Through Darkness 60 ft.
Normal: You may only create a Blood Companion as a 7th —
standard action. It is only able to act the round after it is
8th +6 Hide/Move Silently
created.
9th —
10th Move Through Darkness 120 ft.
KOIMEIGAN [DOUJUTSU] 11th —
12th Moon Demon
KOIMEIGAN FEATS
13th —
INSTANT REFLEXES 14th +8 Hide/Move Silently
Prerequisite: Adrenaline Surge
15th —
Benefit: The character is considered to have Improved
Uncanny Dodge while Adrenaline Surge is used to boost 16th Move Through Darkness 180 ft.
a Reflex saving throw, this also grants an additional +1 17th —
use of Adrenaline Surge per day. 18th Greater Moon Demon
EPIC KOIMEIGAN [EPIC] 19th —
Your ability at maintaining the Koimeigan activated 20th +10 Hide/Move Silently
for a long time improves further, enabling you to keep
your Koimeigan activated, to some extent, most of the
day. SHADOW ARTS
Gained at 1st level as a bonus feat.
Prerequisite: Koimeigan Eye +3, Spot 18 ranks
Benefit: You gain the ability to partially activate your SUPRESS CHAKRA
Koimeigan eye. In this state, the At 3rd level, the user gains the Supress Chakra ability.
Koimeigan Eye only grants half its standard bonus, WALK THROUGH DARKNESS
rounded down (maximum +5), and you cannot use any At level 6, the bloodline user gains the ability to move
abilities relevant to the Koimeigan eye (such as through shadows. While using this ability, the user is
Adrenaline Surge or High-Speed Sight). able to walk through shadows as a move action. He can
You may still perform techniques requiring the move a distance through shadows equal to the distance
Koimeigan to be active and concentrate to See Chakra. given in the table.
The cost of Epic Koimeigan is paid every 10 minutes (1 He can move to any location that has a shadow and
point of chakra), rather than every two rounds. that he has seen at least once. This ability costs 2 chakra
per use.

KONPEKI SHITAI MOON DEMON


At level 12, the bloodline user gains the ability to
One of the oldest clans of the Land of Twlight, become a literal shadow. He becomes infused with
the Fuuryuu clan is best known as spies and assassins. shadows while using this ability.
Because of their bloodline, they have also become feared While in this form, he gains two claw attacks that deal
and mistrusted. damage as per his size category. He also gains a +4 bonus
to Natural Armor, and his Speed Rank increases by 2,
REQUIREMENTS which stacks with any permanent speed rank increases.
Feats: Advanced Bloodline (Konpeki Shitai)
He must make a Fortitude save every 4 rounds, with a
TABLE: KONPEKI SHITAI BLOODLINE TRAITS
DC of (10 + 1 per every two rounds the power is active), This ability has a 5% chance to manifest per level. The
or fall unconscious from the strain on his body. user automatically ignores the effects of any Genjutsu
This ability costs 4 chakra per round of use that while lower than their ECL-5 (maximum rank effected Rank
the Speed Rank increase does not cost any chakra. 7), and can dispel them with a +10 modifier.
At level 18, he no long needs to make a Fortitude Also, at the cost of a 50% increase to the chakra cost
check every 4 rounds. (rounded down), the character can make the damage
from any Genjutsu lethal, and able to kill its victim. If
they choose to do so, the perform DC of the technique is
KURAMA raised by 5 and the skill threshold is increased by 3
unless they use a material focus, such as a painting or
Born by select members of the secretive Kurama Clan,
doll. If such a focus is used, the time needed to use the
this bloodline is renowned for the powerful illusions it
technique is increased by 1 step. If the character damages
can create. Individuals who wield this ability have a
someone in this manner, the user take 1d4+1 points of
natural talent for Genjutsu, able to understand the
temporary Wisdom damage which heals at a rate of 1
subject's intricacies far better than most and able to craft
every 20 minutes when outside of combat.
illusions that are eerily convincing. However, there may
If the character's Wisdom ever reaches 0, the Iduo
be a reason for this…
Demon takes over. The character's chakra pool becomes
REQUIREMENTS full, and the Demon gains use of all of the user's
Ability Scores: Wisdom 16 techniques and abilities, and may use the above ability
Skills: Genjutsu 4 ranks without taking any Wisdom damage, though it still must
Feats: Advanced Bloodline (Kurama) meet the increased DCs. In addition, the Demon is
TABLE: KURAMA BLOODLINE TRAITS
treated as having your permanent Wisdom rather than
your temporary Wisdom. While possessed by the Iduo
Kurama
Demon the character functions as if they were frenzied,
Level Major
except that the Demon may still use any of the
1st Reality Manifestation character's skills or abilities. The Demon will attack
2nd Intuitive Genjutsu +1 whoever is closest, regardless of whether that individual
3rd Persuasive Illusion +1 is an ally or an enemy. The GM may choose how the
Demon attacks and which, if any, techniques are used. If
4th Dominating Illusion +1
this occurs outside of combat, the GM may take control
5th Intuitive Genjutsu +2
of the character and have them perform any action that
6th — they feel might fit the Demon's malevolence.
7th — When the damage has been fully recovered, the
8th Intuitive Genjutsu +3 character may attempt a Will Save (DC 20) every other
round (if in combat) or every 20 minutes (if outside of
9th Persuasive Illusion +2
combat) to regain control from the Iduo Demon. When
10th Artistic Trigger the user does, their health and chakra pool drop to 1. A
11th Intuitive Genjutsu +4 character afflicted by the Iduo Demon can make a
12th — Wisdom check DC 15 after a possession, in which case
13th — they become aware of their condition.

14th Intuitive Genjutsu +5 INTUITIVE GENJUTSU (EX)


As the wielder becomes more powerful, they begin to
15th Persuasive Illusion +3
better understand the intricate art of Genjutsu. This
16th — bonus is applied to any Genjutsu check as well as any
17th Intuitive Genjutsu +6 check to learn or teach Genjutsu.
18th Dominating Illusion +2 DOMINATING ILLUSION (EX)
19th — The more the wielder practices their illusions, the
20th — better they are able to craft them. The character's
Genjutsu become more effective, and this bonus is
applied to their Genjutsu Save DCs.
REALITY MANIFESTATION (SU) PERSUASIVE ILLUSION (EX)
The illusions the user performs are more difficult to 8th Kurugan Eye +3 Kurugan Eye +4
dispel. The character’s Genjutsu become harder to 9th — —
dispel, this bonus is applied to Dispel Checks.
10th Instill Fear +2 —
ARTISTIC TRIGGER (SU) 11th — Kurugan Eye +5
Members of the Kurama clan who train their talents
12th Kurugan Eye +4 High Speed Rank 2
eventually gain the ability to plant their Genjutsu inside
material focuses, effectively delaying its activation until 13th — Instill Fear +3
the target sees the focus. This is treated as a gaze attack 14th Kurugan Eye +5 Kurugan Eye +6
and the target may attempt to avoid its 'gaze', the gaze 15th High Speed Rank 2 —
has a range of 30 ft. All other effects of the Genjutsu
16th — High Speed Rank 3
imbued into the art are dependent upon the technique.
The user can only perform this ability a number of times 17th Instill Fear +3 Instill Fear +4
equal to their one half their class level + Wisdom 18th — Kurugan Eye +7
modifier per day. Activating Artistic Trigger is done 19th High Speed Rank 3 High Speed Rank 4
immediately upon performing the Genjutsu and the user
20th — —
deciding to use this ability.

KURUGAN EYE (SU)


KURUGAN [DOUJUTSU] Characters with this ability may manifest it using a full
round action that causes attacks of opportunity. Upon
The Kurukan bloodline is one that has become
the completion of this ability, the character’s skin, hair
rightfully feared on the battlefield, its wielders having
and blood turns into black and his eyes turn into white.
powers said to be given by the gods. Having a speed
While under the power of this ability, the character
which is hard to match, and eyes, so dark and cruel that
gains High Speed Rank 1, Fast Healing 1 and deals + 1
they are able to wound people by merely gazing upon
damage with any jutsu, power or attack (including his
them. All those who have this bloodline as a major
Kurugan Eye).
bloodline have black marks across their bodies in strange
As the character increases in level, the Speed Rank in
patterns, and they generally have grey or black eyes. As
his Amatsu no Kuru increases, as shown in the table.
they call upon the feared Amatsu no Kuru, these marks
This power costs 3 chakra every 2 rounds to maintain.
expand to take cover their entire bodies and grants them
powers beyond imagination. INSTILL FEAR (SU)
This bloodline may be attained after birth by drinking When you gain this ability, you may use your Kurugan
the water of the Well of Darkness if one knows where to Eye to instil fear in those watching him use the ability
find it, but will then manifest itself as a minor bloodline. while it is active. The target(s) must be within 50 ft. to
Only those born of the bloodline may attain it as a major be affected. They will then have to make a Will save,
one. with a DC of 10 + ½ character level + Charisma modifier
+ the bonus in the table. If the target fails the saving
REQUIREMENTS throw, they are Shaken for 1d6 + the bonus in the table,
Skills: Ninjutsu or Taijutsu 3 ranks.
rounds. The bonus on in the table also indicates how
Feats: Advanced Bloodline (Kurugan).
many targets can be affected at once.
TABLE: KURUGAN BLOODLINE TRAITS If a target succeeds they are immune to the effects of
Kurugan Kurugan Instill Fear for 24 hours.
Level
Minor Major AMATSU NO KURU (SU)
1st — Kurugan Eye +1 Characters with this ability manifest it as an attack
action that does not provoke an attack of opportunity.
2nd Kurugan Eye +1 Instill Fear +1
The user selects a target within 50 ft. and deals damage
3rd Instill Fear +1 Amatsu no Kuru equal to 1d6 + the specified amount in the tablet. Black
4th Amatsu no Kuru Kurugan Eye +2 wisp-like smoke emits from the target when struck
5th — — causing noticeable pain. This damage automatically
6th Kurugan Eye +2 Kurugan Eye +3 overcomes all Damage Reduction and cannot be avoided
other than taking full cover.
7th — Instill Fear +2
This ability costs 3 chakra to use. While using this Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 17;
technique, the wielders eyes have a faint black smoke Time: 1 attack action; Components: C; Range: 50 ft.;
effect emanating from it. The user can cease this effect Target: 1 creature; Duration: Instantaneous; Save: None;
at will. Cost: 5.
This technique is used to discourage the target through
gazing upon it with the black eyes of Kurugan. This
KURUGAN FEATS technique appears just like the Kurugan, and all effects
that would apply to Kurugan also applies to this
BATTLE READY (KURUGAN) [META-CHAKRA]
technique (such as Kurugan Instil Fear and the bonus to
You are quick in activating your Kurugan in battle.
Kurugan).
Prerequisite: Advanced Bloodline (Kurugan), Kurugan
The user may only use this technique at a target that
+2.
he can see (including himself), but no concealment
Benefit: The character may spend 1 meta-chakra
bonuses are granted as protection against this technique.
charge to activate the Kurugan Eye or Amatsu no Kuru
The target of this technique feel weakened and gains a -
ability as a swift action.
4 penalty on all damage, attack, save and skill checks for
EYES OF THE VOID the next 1d3 + 1 rounds.
Your Kurugan has a devastating gaze.
Prerequisite: Advanced Bloodline (Kurugan), Kurugan
+3. EYES OF HELL'S BREATH
Benefit: Your Amatsu no Kuru deals an additional 1d6. Genjutsu (Doujutsu; Requires Eyes of Dark Chants (3)
(t), Kurugan Eye +4 (a)) [Kurugan Hijutsu]
UNENDING DARKNESS Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 27;
You have become skilled in maintaining your Kurugan Time: 1 attack action; Components: C; Range: 50 ft.;
for longer than most of your clan. Target: 1 creature; Duration: Instantaneous; Save: (See
Prerequisite: Advanced Bloodline (Kurugan), Kurugan text); Cost: 10.
+3. This technique is a feared Genjutsu of the Kurugan
Benefit: Your Kurugan costs 2 chakra every 2 round clan, where the wielders eyes appears to reveal a vision
instead of 3 chakra every 2 rounds. of hell to those who gaze into their black eyes. This
technique appears just like the Kurugan, and all effects
that would apply to Kurugan also applies to this
KURUGAN TECHNIQUES technique (such as Kurugan Instil Fear and the bonus to
EYES OF DARK CHANTS Kurugan).
Ninjutsu (Requires Instil Fear +2 (a)) [Kurugan Hijutsu] The target of this technique must immediately take a
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 22; Will save. If the save is failed, the target is Panicked for
Time: 1 attack action; Components: C; Range: 50 ft.; 1d4 rounds. If the save is failed by 5 or more, the target
Target: 1 creature; Duration: Instantaneous; Save: None; must take a Fort save or also be Sickened for 1d4 round.
Cost: 8.
This technique is used to wound the target through
gazing upon it with the black eyes of Kurugan. This KYOME [DOUJUTSU]
technique appears just like the Kurugan, and all effects
that would apply to Kurugan also applies to this Known as “Devil Eye”, this little-known bloodline
technique (such as Kurugan Instil Fear and the bonus to from the Ryu clan from the Village Hidden in the Grove
Kurugan). aids the user in performing genjutsu by allowing them to
The user may only use this technique against a target see into their opponent’s mind and see their fears. Some
that he can see, but no concealment bonuses are granted of the most powerful in this clan even unlock greater
as protection against this technique. The target of this proficiency with it, manifesting the fear without so
technique then suffers an immediate Hit Point damage much as a thought on their part.
of 4d6 hit point damage that is unaffected by DR. When not activated the eyes of the user are pure black,
save for the iris which is white. Upon activating the
Kyome the eye changes, the sclera (white part of the eye)
EYES OF DEMONIC LIGHT and the iris turn completely black, while the pupil turns
Ninjutsu (Requires Kurugan Instil Fear +1 (a)) [Kurugan white. While gazing into these eyes you feel them
Hijutsu]
searching the deepest part of your mind, finding the very an attack action that provokes an attack of opportunity
thing you fear the most. while Kyome is active the user may probe his/her
REQUIREMENTS enemy’s mind for their fears. The target, if aware, may
Skills: Genjutsu 4 ranks. attempt to avert their eyes as per the standard rules.
Feats: Advanced Bloodline (Kyome). Should the target fail to avert their eyes, or is unaware
of this attempt and meets the user’s gaze must pass a will
TABLE: KYOME BLOODLINE TRAITS save (DC: 10+ (Kyome bonus*1.5)+ the user’s Cha Mod),
Kyome if successful the target pushes the user out of their mind,
Level
Intermediate and is now aware that something is wrong if they
1st — weren’t before. Should they fail the user finds a “minor”
fear of the subject, for the next three rounds the target
2nd Kyome +1
suffers a -1 to their will save against Genjutsu cast by the
3rd Kyofu no kōkei (lesser)
user of this technique if it involves their minor fear (the
4th — GM decides, and lets the player know what this minor
5th Genjutsu Resistance +1 fear is).
6th Kyome +2 At 7th level, the user’s skill grows and may now find
an “average” fear. The target suffers a -2 instead of the -
7th Kyofu no kōkei (Moderate)
1 penalty against Genjutsu involving their “average”
8th — fear.
9th Genjutsu Resistance +2 At 11th level, the user may spend 8 chakra while
10th Kyome +3 discerning an “average” fear the user may immediately
11th Kyofu no kōkei (Greater) create an illusion of the target’s “average” fear, forcing
him/her to make a will save with the -4 penalty against
12th —
a DC of 10+ Kyome bonus*1.5 + Cha Mod or be shaken
13th Genjutsu Resistance +3 for up to 1 round per level. The target may make another
14th Kyome +4 save every round to end the cowering early.
15th Kyofu no kōkei (Advanced) At 15th level the user may now find a “greater” fear.
The target suffers a -3 penalty instead of -2 or -1 against
16th —
Genjutsu involving their “greater” fear.
17th Genjutsu Resistance +4 At 20th level this ability has fully developed, by
18th Kyome +5 spending 15 chakra when discerning one “greater” fear
19th — the user may immediately create an illusion of the
20th Kyofu no kōkei (Perfect) target’s “greater” fear, forcing him/her to make a will
save with the -6 penalty against a DC of 10+ Kyome
bonus*1.5 + the user’s Cha Mod or fall prone trembling
KYOME (SU) in fear and unable to take any actions for 1d4+1 rounds.
The character activates this ability as an attack action (Note: the target is not helpless).
that does not provoke an attack of opportunity. While
Kyome is active the character gains an insight bonus to
all Genjutsu checks and checks to dispel Genjutsu. The
GENJUTSU RESISTANCE (EX)
Due to their natural skill in Genjutsu, the members of
character can concentrate for a move-equivalent action
the Ryu clan start to develop a natural resistance to
to gain the ability to See Chakra for as long as he
them. The character gains the specified bonus as an
concentrates, plus 5 rounds. Concentrating this way is
enhancement bonus to resist any and all Genjutsu; this
the same as if he was concentrating on a technique.
ability is only active while their eye is activated.
Kyome costs 1 point of chakra per round to maintain. If
the character is blinded, he/she gains none of the KYOME FEATS
benefits of Kyome. Deactivating this ability is a free
action. BATTLE READY (KYOME) [META-CHAKRA]
You are quick in activating your Kyome in battle.
KYOFU NO KOKEI (SU)
Prerequisite: Advanced Bloodline (Kyome), Kyome
This ability is also known as “Fear Sight”, it is the
+2.
signature ability of the Ryu clan. Once per encounter as
Benefit: The character may spend 1 meta-chakra BACK FROM THE BRINK
charge to activate the Kyome ability as a swift action. Prerequisite: Deathless Fortitude +3
Benefit: The character upon reaching -10 HP may
CAPTIVATING EYES choose to take 1 permanent Con damage and be put at -
Your eyes captivate everyone around you, whether 9 and stable. If someone detects life on the character via
through fear or awe. a skill check, jutsu, or chakra detection methods, they all
Prerequisite: Advanced Bloodline (Kyome), fail or report the subject as dead.
Overcharge.
Benefit: You may, as a swift action, spend one of your LIVING WEAPON
uses of the Overcharge feat to instead grant you a +4
bonus to your charisma score for the remainder of the Once believed to be a legend based solely on
encounter or 10 minutes, whichever is shorter. This superstition, this bloodline has recently re-emerged in
bonus does not stack with multiple uses of this ability. the shinobi world. The wielders of this powerful
bloodline are said to be able to manifest spiritual
OVERCHARGE weapons from marked points on their bodies. Although
You can temporarily increase the power of your
these living weapons are beginning to resurface, they are
Kyome, but at a cost.
still extremely rare to see.
Prerequisite: Advanced Bloodline (Kyome), Kyome
+3. REQUIREMENTS
Benefit: Once per day per five character levels Skills: Chakra Control, Concentration 4 ranks.
(maximum 4/day at level 20) you may spend a move Feats: Advanced Bloodline (Living Weapon).
action to “Overcharge” your Kyome. For 2 rounds the TABLE: LIVING WEAPON BLOODLINE TRAITS
bonus gained from your Kyome ability and your
Living Weapon
Genjutsu Resistance ability increases by +2.
Level Intermediate
For 2d8 rounds afterward, you are fatigued, and the
bonuses from your Kyome and your Genjutsu Resistance 1st Small Weapon Manifestation
abilities are reduced to +1, or +2 if the user possesses the 2nd —
Kyome +5 ability. 3rd Weapon Transformation 1
OVERCHARGE PROFICIENCY 4th —
You become more adept at using your overcharge 5th Weapon Mastery +1
ability. 6th —
Prerequisite: Advanced Bloodline (Kyome), Kyome
7th —
+4, Overcharge.
Benefit: You gain two more uses of the Overcharge 8th Medium Weapon Manifestation
ability (not limited by level), in addition you only suffer 9th Weapon Transformation 2
from the drawback for 2d6 rounds afterward, instead of 10th Weapon Mastery +2
2d8.
11th —
12th Quickened Manifestation
KYUUSHOU KOUSEI 13th —
14th —
KYUUSHOU KOUSEI FEATS 15th Weapon Mastery +3
REVITALIZED LIMBS 16th Large Weapon Manifestation
Prerequisite: Pseudomortality 1 17th —
Benefit: The character can reattach limbs (but not the
18th Weapon Transformation 3
head) to the body within a number of minutes equal to
19th —
their Constitution modifier, this process takes a full
round that must be maintained for a number of rounds 20th Weapon Mastery +4
equal to 10 – Constitution Modifier. If the process is
SMALL WEAPON MANIFESTATION (SU)
interrupted, it must begin over from the beginning.
The living weapon has the ability to manifest chakra-
enhanced weapons, size category small or lower, that are
physically drawn out from marked points on the Just like the Small Weapon Manifestation, the wielder
wielder’s body. These weapons are considered physical may now extract a weapon of size category Medium or
objects that have appropriate hardness, critical hit range lower. This ability also requires an attack action to
and HD. However, the wielder must be proficient with perform; however, the damage the wielder suffers
any weapon he chooses to form. This ability requires an becomes 2d4 per use of the ability.
attack action to perform. In addition, the wielder suffers QUICKENED MANIFESTATION (SU)
1d4 points of damage per use of this ability. Twice per day, the wielder of this bloodline may
The wielder may possess up to 3 weapon marks on his shorten the time it takes to manifest a weapon. For size
body. He may choose any of these points of his body to category medium or lower, the wielder may manifest the
extract the weapons from, but only once per round. weapon as a swift action. For size category Large, the
If the wielder is disarmed, incapacitated or forced to wielder may manifest the weapon as an attack action.
drop his weapon for any reason, it immediately shatters
and dissipates into nothingness.
LARGE WEAPON MANIFESTATION (SU)
Just like the Small Weapon Manifestation, the wielder
If this ability is used a number of times a day equal to
may now extract a weapon of size category Large or
or greater than 1 + his Constitution modifier, the
lower. This ability requires a full-round action to
character must succeed a Fortitude save (DC 20) or else
perform and the damage becomes 2d8 per use of the
become fatigued until he is able to get proper bed rest (8
ability.
hours of sleep). If he is already fatigued, he becomes
exhausted instead. If he is already exhausted, he suffers
a cumulative -1 penalty to Strength and Dexterity. The MEDUSA EYE [DOUJUTSU]
character must make this save again each time he uses
the Weapon Manifestation ability after reaching his
limit.
MEDUSA EYE FEATS
WEAPON TRANSFORMATION (SU) IMPROVED EARTH CONTROL [META CHAKRA]
In addition to manifesting weaponry, the Living Prerequisite: Earth Control (Half-Seals), Ninjutsu 13
Weapon also possesses the ability to transform marked ranks, Chakra Control 13 ranks
areas of his body into weapons for a short time. For a Benefit: When utilizing a jutsu with the Doton
number of rounds equal to the indicated number in the subtype and concentration component the user is able to
chart, the wielder may transform a marked area of his expend a meta chakra charge to ignore the concentration
body into a slashing, piercing or bludgeoning weapon component. This lasts for 3 rounds, after which on the
that deals 2d6 damage. This transformation is considered final round the user may spend another meta chakra
drawing a weapon and thus requires a move-equivalent charge or resume concentrating on the jutsu as normal.
action to perform but may be combined with a regular
move action if the character has a base attack bonus of+1.
This ability costs 2 chakra per round to maintain.
MOTTEYOCHI
Instant Action: A character may use this ability as an
This bloodline is very famous due to the monks of the
instant action once per day on an enemy’s turn to block
Temple of Stone, as many of them were seen using it to
a melee or ranged attack that specifically targets him.
defend against an invasion of the Earth Country. It is said
The user gains a +2 bonus to his defense for the duration
that these peaceful monks turned to ferocious warriors
of that turn. This ability can only be used when the user
of earth, clad in stone armor and an innate sense of
is targeted, and not after the enemy makes his attack roll
everything around them, and through this were able to
or rolls for damage. Once the turn has been completed,
fend off entire waves of soldiers for days on end. Though
the weapon transformation ends instantly. This ability
this rumor is true, most men and women with this
costs 4 chakra points.
bloodline are a part of a large society of peaceful monks,
WEAPON MASTERY (SU) who worship the ideals of the first Earth Country
The living weapon quickly becomes a master of his daimyo. Many feel that to become one with the universe
bloodline abilities and thus is granted a bonus to attack is to first become one with the earth and nature. They
rolls and damage rolls with his weapon manifestation or detach themselves from being directly ruled over by any
transformation weapon. person and fight purely for the earth, the simple truths
MEDIUM WEAPON MANIFESTATION (SU) of nature, and peace throughout all lands - so that the
world may experience inner calmness and become one TREMORSENSE (SU)
with another. As a move action the character may spend 5 points of
chakra to gain Tremorsense 30 feet. The Tremorsense
REQUIREMENTS will last for 1 minute.
Elemental Affinity: Doton
At level 9 the distance becomes 45 feet and lasts 2
Skills: Ninjutsu or Chakra Control 2 ranks.
minutes, and at level 20 it becomes 60 feet and lasts 3
Feats: Advanced Bloodline (Motteyochi).
minutes.
TABLE: MOTTEYOCHI BLOODLINE TRAITS
EARTHEN ORBIT (SU)
Motteyochi Whenever the character activates his One with the
Level Minor Earth ability, in addition to the earth that attaches itself
1st Tremorsense to his body, he may also gain a closely orbiting stone the
size of a small creature and weighing 40 lbs. - but only if
2nd One with the Earth
there is enough earth, sand, rock or mud nearby to allow
3rd — it. These stones will continue to float around the
4th Earthen Orbit 1 character even after the One with the Earth ability has
5th One with the Earth 2 ended for a total of 1 minute per level; this time may be
6th — renewed as a free action at the cost of 1 point of chakra
per Earthen Orbit.
7th Earthen Orbit 2
The amount shown beside the Earthen Orbit ability
8th One with the Earth 4 determines the current maximum number of stones that
9th Tremorsense 2 may be raised at one time. The user may choose to take
10th Earthen Orbit 3 a move action that requires only concentration and the
cost of 1 chakra per Earthen Orbit in order to raise his
11th —
maximum number of stones as long as he has enough
12th —
material nearby and his One with the Earth ability is still
13th Earthen Orbit 4 active. Stones that are bonded together or added to the
14th One with the Earth 6 character's armor still count toward the maximum total.
15th — Each stone is imbued with chakra and as such is
granted certain special abilities. No more than one of
16th Earthen Orbit 5
these abilities can be 'activated' per round. Passive
17th One with the Earth 8 abilities are constantly available, active abilities must be
18th — 'activated'.
19th Earthen Orbit 6 CHAKRA IMBUED (PASSIVE)
20th Tremorsense 3 The earth that orbits the character is imbued with his
chakra, and as such can only be controlled by him as long
ONE WITH THE EARTH (SU) as his Earthen Orbit ability is active. Attacks made with
Activating this ability is an attack action that requires these stones are granted a +1 enhancement bonus to
only concentration and costs 2 points of Chakra every 2 attack; if used in a jutsu where no attack roll is needed,
rounds that can't be converted. The earth around the the save DC increases by 1. These amounts do not scale
user moves and attaches itself to the character, forming with increased size.
an armor. The character's equipment bonus changes to
+8 (+3 non-proficient) with a maximum dexterity bonus BONDING EARTH (PASSIVE)
As a free action, once per round the user may bond
of +1, as if he were wearing enhanced Heavy Battle
two stones together - increasing their size category by 1.
Armor. The user takes a -6 armor check penalty and has
No matter how large the stone may be, it may not
his speed reduced to 20 feet, these penalties do not apply
passively effect other creatures - unless a technique or
while moving underground. The armor weighs 80 lbs.,
similar effect states otherwise - even if an opponent flies
and thus the user needs at least that much earth, sand,
above the character when a colossal stone orbits
rock or mud nearby. Deactivating this ability is a free
overhead or they grapple him when 6 small stones float
action.
around his body. A stone may never grow larger than
At levels 5, 8, 14, and 17 the armor also allows the user
colossal size.
to gain DR #/chakra as specified above and increases the
chakra paid every two rounds by one. RELEASE BOND (PASSIVE)
As a free action, once per round the user may release EARTHEN SATELLITES
the bond between two or more stones, breaking them Your competence in maintaining control over your
down as he so wishes. The stones may never be broken Earthen Orbit ability further increases, allowing you to
down to a size category below small - unless a technique increase the number of stones raised.
or similar effect states otherwise. Prerequisite: Earthen Orbit 5, Concentration 18 ranks,
Chakra Control 18 ranks, Ninjutsu 18 ranks
OFFENSIVE MANEUVER (ACTIVE) Benefit: You gain the ability to control additional
As a swift action, the user may command one of his
stones though your Earthen Orbit ability. As such, your
stones to fly forward and strike the opponent. The range
maximum number of stones increases by 2.
of this attack is 10 feet plus five per two levels. It deals
Special: This feat may be taken multiple times, each
1d6+1 earth damage, which increases by 1d6+1 for every
time granting the character an additional 2 stones.
additional size category of the stone. The attack is similar
to that of a basic ranged attack, though the user may EXTENDED TREMORSENSE
choose to use his intellect modifier rather than his Your ability to sense movement through the Earth
dexterity. becomes innate.
Prerequisite: Advanced Bloodline (Motteyochi),
DEFENSIVE MANEUVER (ACTIVE)
Chakra Control 8 ranks.
As an instant action, the user may command one of his
Benefit: The character can activate his Tremorsense
stones to fly forth and hit anyone who is initiating a
ability for 1 less chakra, and now their range for
melee or ranged attack, even a jutsu, within its attack
Tremorsense grows 15 additional feet on top of the base
range (maximum 20 feet for this action) in order to
amount.
intervene.
The attack and damage of this is the same as the EXTREME TREMORSENSE (EPIC)
Offensive Maneuver, though no matter how large the Your ability to sense movement through the Earth
stone is it may do no more than 1d6+1 earth damage. In becomes innate.
addition to damage though, it will also grant the foe a -2 Prerequisite: Advanced Bloodline (Motteyochi),
penalty to hit or to perform the action being made per Extended Tremorsense, Chakra Control 26 ranks.
size category of the stone. This ability does not count Benefit: The character can activate his Tremorsense
towards the maximum number of Defensive Maneuvers ability for 1 less chakra, and now may sense out to 90
per day, such as Kawarimi and similar techniques. feet when doing so.
INCREASED ARMOR (ACTIVE)
The character may add one orbiting stone to his Heavy
Battle Armor as a swift action, granting himself an
OUKOKOI
additional +1 equipment bonus to defense per size The members of the Bōei clan have an interesting
category. The character's armor check penalty and speed bloodline that allows the user to form a seemingly
reduction increase by -1 and -5 respectively per invisible defense created out of raw chakra. It is a strong
additional equipment bonus added, making it possible to and rare kekkei genkai that makes any wielder a tough
completely immobilize one's self. The character's total adversary.
bonus through this ability may not surpass +4.

MOTTEYOCHI FEATS REQUIREMENTS


Ability Scores: Con 16
BATTLE READY (MOTTEYOCHI) [META-CHAKRA] Skills: Chakra Control 4 ranks, Concentration 4 ranks
You are quick in activating your One with the Earth Feats: Advanced Bloodline (Oukokoi)
ability in battle.
TABLE: OUKOKOI BLOODLINE TRAITS
Prerequisite: Advanced Bloodline (Motteyochi),
Tremorsense. Oukokoi
Level
Benefit: The character may spend 1 meta-chakra Intermediate
charge to activate the One with the Earth ability as a 1st Calm Mind, Calm Spirit
swift action. 2nd Oukokoi (DR 2/-)
Alternatively, he may spend 2 meta-chakra charges to
3rd —
activate the One with the Earth and Tremorsense
abilities simultaneously as a single swift action. 4th Protective Sphere 1
5th — lasts as long as the user concentrates, plus 1 round per
6th Oukokoi (DR 4/-) Oukokoi progression. Once this ability reaches its
duration or the user willingly dismisses it, the user may
7th —
attempt a Chakra Control check (DC 15 + number of
8th Protective Sphere 2 rounds the Protective Sphere was active) to reform the
9th — Oukokoi chakra layer as a free action. Otherwise,
10th Oukokoi (DR 6/-) Oukokoi is instantly deactivated and can only be
reactivated following the rules above.
11th —
12th Protective Sphere 3 ULTIMATE PROTECTION (SU)
One time per day, the wielder of this bloodline may
13th —
activate the Oukokoi ability as a swift action that does
14th Oukokoi (DR 8/-) not provoke an attack of opportunity. It grants double its
15th — normal effects and costs no chakra to maintain. The raw
16th Protective Sphere 4 chakra layer becomes visible to the naked eye and seems
to burst from the user’s pores in an instant. This ability
17th —
lasts for 1 round per 4 levels, and can be deactivated as a
18th Oukokoi (DR 10/-) free action. However, the user becomes dazed for 1
19th — round after deactivation.
20th Ultimate Protection

RAIJISATSU
CALM MIND, CALM SPIRIT (SU)
At first level of this bloodline, the wielder gains a +2 This Bloodline power comes from a side house of the
to all Concentration and Chakra Control checks. Dattoumaru clan called the Seijina clan. This bloodline
OUKOKOI (SU) power uses lightning coursing through the body to attain
The user can activate this ability as a move-equivalent speeds quicker than the Hiraishin and make lightning
action that does not provoke an attack of opportunity. ninjutsu even deadlier. However, this power does not
While active, the user’s body is surrounded by a layer of come without a price. The lightning causes considerable
raw chakra that protects him. For as long as he has this damage to the muscles over time and it is not uncommon
ability active he gains a damage reduction equal to the for those in the Seijina house to die at a young age.
indicated number in the chart above. This damage REQUIREMENTS
reduction applies to all types of damage. This layer of Elemental Affinity: Lightning.
protective chakra is invisible to anyone who cannot See Ability Scores: Dexterity 13.
Chakra. A character who can Sense Chakra can sense a Feats: Advanced Bloodline (Raijisatsu).
strange activity of chakra surrounding the user. This
ability costs 1 chakra per round to maintain. At 10th
level the chakra cost increases to 2 per round, and at 18th
level it increases to 3 per round. Deactivating this ability
is a free action.
PROTECTIVE SPHERE (SU) TABLE: RAIJISATSU BLOODLINE TRAITS
While the Oukokoi ability is active, the user can spend
Raijisatsu
1 point of chakra per Oukokoi progression to expand the
Level Intermediate
chakra layer outward to form a 5-foot radius dome that
surrounds him as a swift action that does not provoke an 1st Enhanced Affinity
attack of opportunity. The dome is considered a barrier 2nd Hiraishin Kaizen +1
in which nothing can get in, including incorporeal 3rd —
entities. The dome has a hardness of 5 and hit points 4th —
equal to 10 times the number indicated in the chart
5th —
above. While within the dense dome of chakra, the user
cannot move but may perform ranged attacks and 6th Hiraishin Kaizen +2
techniques that do not require movement. This ability 7th Raijisatsu +1d6
8th — resistance cannot prevent the damage to the user. If a
9th — technique would deal damage multiple times in the same
usage, the extra damage only counts for the initial
10th Hiraishin Kaizen +3
instance.
11th —
12th —
13th Raijisatsu +2d6
REIKYOU
14th Hiraishin Kaizen +4
REIKYOU FEATS
15th —
16th — FONT OF POWER [META CHAKRA]
Prerequisite: Chakra Surge
17th —
Benefit: The character may spend a meta chakra
18th Hiraishin Kaizen +5 charge to activate Chakra Surge.
19th Raijisatsu +3d6
UNLOCKED POTENTIAL
20th — Prerequisite: Latent Potential
Benefit: The character gains a +1 bonus to his
ENHANCED AFFINITY (SU) temporary bonus chakra gained while using Hidden
The character gains an additional +1 enhancement Power, the amount that can be safely gained is raised to
bonus to Learn and Perform checks, and checks made to 20.
convert the cost of any techniques of that element to hit
points. The DC for the saving through of any Raiton
technique used by the character receives a +1
SAKON AND UKON (TEMPLATE)
enhancement bonus. The character suffers a -4 penalty
This is a very rare template that allows twin siblings to
to Learn and Perform checks for any other element.
break themselves into molecular level and share the
HIRAISHIN KAIZEN (SU) same body, or even invade other people's body.
The character can activate this ability as a swift action,
and gains a speed rank bonus equal to the specified Special Qualities: Dark twin, Souma no Kou, Kisei Kikai.
amount for doing so. This bonus does not stack with Level Adjustment: +4
other speed rank bonuses. While active, the ability costs DARK TWIN (EX)
1 point of charka per 2 rounds, plus 1 per speed rank This ability gives the character (now referred to as
gained (minimum 2) that can’t be converted to hit main character) a perfect twin of himself as his ally. The
points. This technique also causes 1d4 lightning damage twin has the same levels, special abilities and ability
per speed rank gained every 2 rounds starting on the scores than the main character, but suffers a penalty of -
first. The character may make a Fortitude save of DC 2 on Constitution, Intelligence, Wisdom and Charisma
10+2 for every speed rank gained to half this damage scores. The two brothers share the same skill ranks (but
which cannot be prevented by energy resistance. not the skill total modifier), feats (If the twin does not
This ability can be downplayed and allows the fulfil a prerequisite for a feat possessed by the main
character to use it at less than full power. While making brother, he can't use said feat) and techniques. The twin
contact with water while Hiraishin Kaizen is active, the is considered to be 3 levels lower (Minimum 1) to
character takes 1d6 points of damage per round he determine the effect of certain special abilities, CR, and
maintains contact, or 2d6 points for total immersion in the maximum rank of technique he can use.
water. Deactivating this ability is a free action. The brother has his own personality and may or may
not share the allegiances or objectives of the main
RAIJISATSU (SU)
The character may increase the damage dealt by character, at the GM's discretion. Also, the two brothers
Raiton Ninjutsu by the amount shown in the table. can use the Detect Emotions ability on each other at will.
Using this ability raises the Chakra cost by 1 and If one of the twins perishes, the remaining brother must
Ninjutsu check required by 2 for each additional d6 of succeed at a Will Saving throw (DC 25) to avoid 1d4
damage dealt. After performing the technique, points of permanent wisdom damage, due to the trauma
regardless of if it hits or misses, the user immediately of losing someone bonded to himself.
takes 1d4 damage per additional d6 dealt. Energy SOUMA NO KOU (EX)
This ability allows the twins to share the same body. that this doujutsu originated with the Sage of Six Path’s
As a move equivalent action, the twin may enter the wife long before the days of ninja and hidden villages.
body of the main character and remain in there for as REQUIREMENTS
long as he wishes, along with clothes and equipment’s. Skills: Concentration 3 ranks, Spot and Treat Injury 4
When sharing the same body, the two brothers recover ranks.
from hit point damage, ability damage and chakra loss Feats: Advanced Bloodline (Seiseigan).
twice as fast as they normally would. In addition, when
TABLE: SEISEIGAN BLOODLINE TRAITS
the main character makes a full attack action, the twin
can also sprout his arms and legs to make another full Seiseigan
attack action himself (unarmed or with any held Level Intermediate
weapon). If the main character is reduced to 0 or less hit 1st Seiseigan +1
points with the twin inside his body, the twin must 2nd —
succeed at a Fortitude Saving Throw (DC 20). Success 3rd High Speed Sight 1
means that the twin is expelled without further damage, 4th —
while failure means that the twin is reduced to 0 hit 5th Seiseigan +2
points and disabled. Any ill effect that requires a 6th Purification Chakra (Fatigue)
Fortitude Saving Throw that affects the main character 7th —
while the twin is still inside his body also affects the 8th —
twin. When merged with his twin, the main character 9th High Speed Sight 2
receives a bonus of +2 to all saving throws, attack rolls 10th Seiseigan +3
and skill checks. 11th —
KISEI KIKAI (EX) 12th Purification Chakra (Stabilize)
This ability can be used by one of the brothers when 13th —
the main character is 8th level or higher, and by both of 14th —
them when the main character is 16th level or higher. 15th Seiseigan +4
By activating this power as an attack action (And 16th —
consuming 3 points of chakra per round that can't be 17th Purification Chakra (Extract Poison)
converted), the character can break down his body at a 18th High Speed Sight 3
molecular level and fuse into the body of his victim. This 19th —
allows him to strategically rip apart the cells of his target 20th Seiseigan +5
from the inside. To insert himself into someone's body,
the user must succeed at a melee touch attack on a
SEISEIGAN (SU)
humanoid creature with no more than twice the main
The character can activate this ability as an attack
character's HD. When inside a body, the user can spend
action that does not provoke an attack of opportunity.
a full-round action to cause 1d4 points of constitution The ability manifests in the eyes of the user, changing
damage (That can be negated by a Fortitude Save, DC 10
them to a solid yellow color. The character gains an
+ number of rounds sharing the body with the user). The
insight bonus to Concentration, Spot and Treat Injury
user can freely leave the body as a move action, checks.
appearing at an adjacent square. Unfortunately, because
The character can always See Chakra and can spend a
this fusion makes him and the ninja share the same body,
move-equivalent action to See Through Chakra for as
any damage suffered by the victim that is not caused by long as he concentrates, plus 5 rounds. In addition, while
this ability is also dealt to the user. Certain abilities, like
the character can See
Overwhelming Chakra, Chakra Presence, certain kinds
Through Chakra, he can make a Spot check (DC 15) to
of Genjutsu and others could expel the intruder from a perceive a creature’s internal anatomy as though with x-
body, at GM's discretion.
ray vision. In doing so the character can determine the
creature’s Tenketsu condition, current chakra pool, and
hit points rounded to quarter units. He can see if the
SEISEIGAN [DOUJUTSU] creature has suffered recent bone fractures or breaks or
The Seiseigan is a special kekkei genkai that manifests if it has been subjected to poison or disease and where in
itself in the eyes, and has been called the Golden Healing the body it resides or affects.
Eye in ninja lore due to its special properties. It is said
This ability costs 2 chakra per 3 rounds to maintain. Innate Shields +1, Active Shields +1
Deactivating this ability is a free action. 3rd Rebound 1/day
HIGH SPEED SIGHT (EX) 4th
While the character’s Seiseigan is active he gains a Innate Shields +2,
high speed sight quality as above. 5th Rebound 2/day
PURIFICATION CHAKRA (EX) 6th Active Shields +1
While the character’s Seiseigan is active, the user can 7th Active Shields +2
manifest this ability as a full-round action that does not 8th
provoke an attack of opportunity. The user’s eyes begin
Innate Shields +2, Innate Shields +3,
to glow yellow. This ability creates an orb of chakra
9th Rebound 2/day Rebound 3/day
around the user’s hand that can be applied to another
10th
creature via touch (willing) or a successful touch attack.
This ability costs 3 chakra and the chakra orb lasts for 1 11th Active Shields +3
round per Seiseigan bonus. Upon touching the target, 12th Active Shields +3
the user is able to perform different medical feats. They Innate Shields +4,
are as follows: 13th Rebound 4/day
Fatigue: The user cures fatigue or improves the 14th
exhausted condition to fatigue.
Innate Shields +1, Active Shields +4
Stabilize: The user will instantly stabilize the touched
15th Rebound 3/day
creature, assuming it was previously reduced to -1 hit
points (or lower) and is dying. 16th
Extract Poison: The user negates the effects of any Innate Shields +5,
poison. In addition, if the user can make a small incision 17th Rebound 5/day
on the creature’s body with a chakra scalpel or surgery 18th Active Shields +5
kit, he can extract the poison entirely. Finally, the 19th Active Shields +5
creature gains a +2 resistance bonus to Fortitude saves
20th
against the same poison for 24 hours after being affected
by this ability.
Innate Shields (Ex): The user's mind has steeled itself
If the user extracts poison entirely from the touched
against the predations of those who would trespass
creature’s system, he may make up to 3 antidotes as
within. The user gains a passive bonus to Will saves
though from an actual dose of poison. The poison residue
against the effects of Genjutsu and other techniques that
must be used within 1 hour of being extracted. Using one
allow a Will save.
of the aforementioned abilities does not deactivate the
Purification Chakra ability, but each subsequent use of
Active Shields (Su): Though the user's mind has its
the ability costs an additional 3 chakra.
own defenses, she can train her mind to further resist the
effects of Genjutsu. As an immediate action and at a cost
SEISHINTOKU of 3 chakra/round while active, the user gains an active
bonus to Will saves against the effects of Genjutsu. The
To qualify to gain Seishintoku bloodline levels, a Active Shields can be released as an Immediate action.
character must fulfill all of the following criteria: This bonus stacks with the bonus granted by Innate
Skills: Concentration 4 ranks, Chakra Control or Shields.
Genjutsu 4 ranks.
Feats: Advanced Bloodline (Seishintoku) Rebound (Su): When the user successfully resists the
effects of a Genjutsu, he may choose to direct that
Genjutsu back at the caster as though he or she were the
TABLE: SEISHINTOKU BLOODLINE TRAITS
original target of the spell. The Will save to negate the
Seishintoku
redirected Genjutsu gains a bonus equal to the user's
Level Seishintoku Minor Intermediate
Innate Shield bonus and, if active at the time of
1st Innate Shields +1 deflection, Active Shield bonus.
2nd
SENJU (TEMPLATE) abilities relevant to the Sharingan eye (such as Offensive
Foresight, Glare, or High-Speed Sight).
A person born of Senju blood, the blood of one of the You may still perform techniques requiring the
most powerful clans in the ninja world. They are said to Sharingan to be active, activate the
be descendants of the Sage of Six Paths and thus possess Mangekyou Sharingan (bonuses from the Mangekyou
immense power. Sharingan do not count towards the maximum +3
Sharingan eye bonus), use technique mimicry or
Type: The base creature’s type remains Human.
concentrate to See Chakra.
Ability Scores: +2 Strength and Constitution.
The cost of Epic Sharingan is paid every 10 minutes (1
Saves: The character gains a +2 bonus Fortitude saves
point of chakra), rather than every round.
against massive damage and death effects.
Skills: The character gains a +1 bonus to Strength based SHARINGAN TECHNIQUES
checks.
Feat: The character gains the Chakra Restoration feat for
AMATERASU (GODDESS OF THE SUN)
Ninjutsu (Enton) (Requires Mangekyou Sharingan (a))
free.
[Fire, Uchiha Kinjutsu]
Special Qualities: Increased Stamina, Longevity
Rank: 10 (A); Learn DC: 25, 6 success; Perform: 13 (DC
Level Adjustment: +2
27); Time: 1 attack action; Components: E, H, Mas;
INCREASED STAMINA Range: Close; Effect: Consumes 1 target or object in a
The character gains a great deal of stamina due to his burst of flame/round; Duration: Concentration (up to 1
Senju blood. His chakra reserves and hit points increase round/level) plus 1 round/level (see text); Save: Reflex
by an extra 2 points per level. half, Reflex partial; CR: Yes (see text); Cost: 6.
LONGEVITY
This technique can only be learned if selected when
The lifespan of a Senju is considerably high compared
taking the Mangekyou Sharingan feat. Your
to that of other people. The character adds 10 years to
Mangekyou Sharingan needs to be active to use this
his normal middle age, old and venerable age categories,
technique, but not to concentrate on it. Add your
slowing the effect of aging in the character’s current age
Sharingan Eye bonus to Concentration checks made to
category.
maintain this technique. You gain a +4 bonus to
overcome Chakra Resistance when using this technique.
SHARINGAN [DOUJUTSU] You project intense black flames through your
Mangekyou Sharingan, targeting up to one creature or
SHARINGAN FEATS unattended object (within line of sight) per round. Each
target suffers 2d6 fire damage, halved with a Reflex
ENDURING SHARINGAN save. On a failed save, the target will catch on fire for 1
Prerequisite: Sharingan Eye +2, Con or Wis 16 round per level, or per damage die the burst of fire
Benefit: The character becomes accustomed to the dealt (whichever is lower). You cannot choose the same
usage of the Sharingan and only needs to pay for the target more than 3 times per use of this technique. If a
chakra once every other round upon activation. If you target that is caught on fire is hit again, the duration of
should ever obtain Epic Sharingan, you need only pay 1 its catching fire will be refreshed, the effect is also
chakra every other 10 minutes. refreshed if the target is hit by another technique that
Normal: The Sharingan requires 1 chakra per round. requires Amaterasu.
Creatures that catch fire due to this technique can
EPIC SHARINGAN [EPIC]
attempt to put it out as normal, but the save DC to do so
Your ability at maintaining the Sharingan activated for
is increased to 25. For 1 minute after it is created,
a long time improves further, enabling you to keep your
Amaterasu flames cannot be doused by water, unless
Sharingan activated, to some extent, most of the day.
done by a creature with at least 18 ranks of Ninjutsu
Prerequisite: Sharingan Eye +4, Genjutsu 18 ranks,
through the use of a Suiton technique, but it can be
Ninjutsu 18 ranks, Taijutsu 18 ranks
sealed by the Fuuka Houin technique.
Benefit: You gain the ability to partially activate your
If a burst of flame was fired near a surface, a 5-ft.
sharingan eye. In this state, the
square of the surface will catch on fire, dealing half the
Sharingan Eye only grants half its standard bonus,
damage of the original burst of flame to every creature
rounded down (maximum +3), and you cannot use any
and object that comes in contact with it. The fire spreads
at a rate of 5 ft. every round continuing to deal the initial At fifth step of mastery the damage increased to
half damage of the burst of flame that created it. The fire creatures and weapons striking the shield is increased to
will spread and burn until its duration ends. 1d8.
As the technique ends, you suffer 1 Mangekyou
Sharingan Blindness, plus 1 for every 2 rounds you
ENTON: HONOIKAZUCHI (BLAZE RELEASE: FIRE LIGHTNING)
Ninjutsu (Enton) (Requires Mangekyou Sharingan (a),
keep concentrating on this technique after the first.
Amaterasu (t), Kagutsuchi (2)) [Fire, Uchiha Hijutsu]
Empower – Spend 1 Chakra to increase the damage
Rank: 9 (A); Learn DC: 25, 5 successes; Perform: 12 (DC
by 1d6, up to 1d6 per level or 15d6. You must empower
25); Time: 1 attack action; Components: E, H, Mas;
each attack with this technique separately.
Range: 5 ft. radius; Duration: (see text); Save: Reflex half
Empower – Spend 1 Chakra to increase the DC of the
and Reflex partial; CR: Yes (see text); Cost: 8 + 3 per
Reflex Save for half damage by 1 (up to 3).
additional spike.
Mastery – Every step of mastery in this technique
allows the user to ignore 3 points of fire resistance The user creatures a number of spikes made from
of any target caught in his Amaterasu. Fire immunity is Amaterasu flames within the immediate area around
not affected from this mastery. himself.
Each spike deals 2d6 points of fire damage, which can
ENTON: ENTENKA (BLAZE RELEASE: FLAME WRAPPING FIRE)
be halved with a successful Reflex save. On a failed save,
Ninjutsu (Enton) (Requires Mangekyou Sharingan (a),
the target also catches on fire for 1 round/level or the
Amaterasu (t), Kagutsuchi (1)) [Fire, Uchiha Hijutsu]
number of damage die dealt by a spike (whichever is
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 11 (DC
lower). The DC to put out the Amaterasu flames is a
23); Time: 1 attack action; Components: C, Mas; Range:
Reflex save (DC 25). It cannot be doused by normal
Personal; Duration: 1 round/level; Save: None; CR: No;
water unless it was created or manipulated by a creature
Cost: 12.
with at least 18 ranks in the Ninjutsu skill for 1 minute
The user wraps their body in Amaterasu flames (by means of a Suiton technique), but it can be sealed by
providing a deadly defense. The flames visibly wrap the Fuuka Houin technique.
around the user and automatically react to attacks of any The user may create a number of spikes equal to 1
kind. Even if the user is unaware of the attack, the flames every 4 character levels.
will intercept it. Empower – The user may spend an additional 1 point
For the duration of the technique the user gains a +4 of chakra to increase the damage dealt by one spike by
Deflection bonus to Defense, a Damage Reduction of 1d6, up to a maximum of 1d6 per level or 12d6. This
15/- and a Fire and Cold Resistance of 30. process must be repeated for each spike.
A creature dealing damage with an unarmed or natural Mastery – Every even level of mastery increases the
weapon attack suffers 1d6 points of fire damage each spikes damage by 1d6.
time it successfully hits the target. A weapon used by a At fifth level of mastery the range increases to 10 ft.
creature attacking a character with this technique will radius.
damage their weapon, weapons suffer from 1d6 points of
fire damage unless they are also made of Amaterasu
ENTON: KAGUTSUCHI (BLAZE RELEASE: FLAME CONTROL)
Ninjutsu (Enton) (Requires Mangekyou Sharingan (a),
flames.
Amaterasu (t)) [Fire, Uchiha Kinjutsu]
Fire damage from this technique, can be halved with a
Rank: 10 (A); Learn DC: 25, 6 successes; Perform: 13 (DC
successful Reflex save. On a failed save, the target also
27); Time: (see text); Components: C, Mas; Range: Close;
catches on fire for 2 rounds. The DC to put out the
Duration: (see text); Save: (see text); CR: (see text); Cost:
Amaterasu flames is a Reflex save (DC 25). It cannot be
(see text).
doused by normal water unless it was created or
manipulated by a creature with at least 18 ranks in the This incredible ability enables the user to manipulate
Ninjutsu skill for 1 minute (by means of a Suiton and control the legendary flames of Amaterasu.
technique), but it can be sealed by the Fuuka Houin Possession of this technique enables the user to
technique. manipulate and interact with their Amaterasu flames
Mastery – Every odd step of mastery in this technique and remain unscathed. Without this technique any
adds another 5 Fire and Cold resistance. Amaterasu flames that are currently active will burn
At every even level of mastery, the duration for being uncontrollably until their duration is over. Simply
caught on fire by this technique increases by 1 round. possessing this technique makes the user immune to his
own Amaterasu flames unless they are later manipulated shard has a range of 20 ft. and may target a separate or
by another user of Kagutsuchi. the same creature. Fire from this source does not cause
Upon learning this technique, the user is able to the subject to catch on fire. These weapons cost 10
control Amaterasu flames in one of three ways. chakra for 2 handed weapons, 8 chakra for 1 handed
Manipulate: The user may take control of any weapons, and 6 chakra for light weapons to create.
currently manifested Amaterasu flames in any direction Thrown weapons can also be created and thrown.
within range of the technique. This functions as standard These weapons deal their standard damage as fire
action and costs the user an amount of chakra equal to damage as well in addition to their 1d6 fire bonus
the number of squares they’re moving that are covered damage. The weapons have their standard range plus 10
by Amaterasu flames. For each 5 ft. square has a chakra ft. These weapons cost 2 chakra to create.
cost of 1. The weapon deals damage normal to its size for a
Extinguish: The user may extinguish any Amaterasu creature of the size wielding it but instead is dealt as fire
flames that are currently active. The cost for doing so is damage. In addition, the weapon deals 1d6 fire damage.
1 chakra cost per additional 5 ft. area beyond the first 5 The additional fire damage can be halved with a
ft. which has no cost. successful Reflex save. On a failed save, the target also
Counter: The user may use this technique to counter catches on fire for 2 rounds. The DC to put out the
another user’s Amaterasu, the chakra cost is equal to the Amaterasu flames is a Reflex save (DC 25). It cannot be
amount the user creating their Amaterasu paid. At doused by normal water unless it was created or
which point the techniques cancel each other out. manipulated by a creature with at least 18 ranks in the
In any instance of this technique the user may not Ninjutsu skill for 1 minute (by means of a Suiton
control Amaterasu flames of others that are also technique), but it can be sealed by the Fuuka Houin
currently being manipulated, flames that are considered technique.
to be manipulated are anything that is under the effect A creature that is larger or smaller than medium size
of a technique that has a requirement of Kagutsuchi or will pay a different cost for melee weapons, for each size
the Kagutsuchi technique itself. Kagutsuchi and any larger the user pays an additional 6 chakra, for each size
technique requiring it are all also able to be sealed by the smaller the user pays 2 less chakra.
Fuuka Houin technique. Any technique that user knows that requires a weapon
This technique can only be learned if selected by the as a focus may utilize this weapon in its place. The
user when taking the Mangekyou Sharingan feat as well weapon is considered chakra-enhanced for bypassing
as also selecting the technique Amaterasu. Damage Reduction.
Mastery – Every step of mastery in this technique Mastery – At every odd level of mastery, the user may
allows the user to affect another 5 ft. for free when using pay an additional 2 chakra to increase the weapon with
the Manipulate or Extinguish options. reach by another 5 ft.
At every even level of mastery, the duration for being
ENTON: KASAI NO KENGEKI (BLAZE RELEASE: FIRE WEAPON) caught on fire by this technique increases by 1 round.
Ninjutsu (Enton) (Requires Mangekyou Sharingan (a),
At the fifth step of mastery the duration becomes 1
Amaterasu (t), Kagutsuchi (3)) [Fire, Uchiha Hijutsu]
minute per level.
Rank: 8 (A); Learn DC: 25, 5 successes; Perform: 11 (DC
23); Time: 1 attack action; Components: C, E, H, Mas; KAMUI (WRATH OF THE GODS)
Range: Personal; Duration: 1 round/level; CR: No; Cost: Ninjutsu (Spacetime) (Requires Mangekyou Sharingan
(see text). (a)) [Uchiha Clan Kinjutsu]
Rank: 14 (SS); Learn DC: 31, 8 success; Perform: 19 ranks
The user is able to create a weapon by manipulating
(DC 39); Time: 1 attack action; Components: C, (See
Amaterasu flames. The weapons the user may creates are
Text); Range: (See Text); Target: (See Text); Duration:
of any sort they are familiar with. If creating a weapon
Instant; Save: Fort partial; CR: Yes (See Text); Cost: (See
that typically has reach they may increase the normal
Text).
length of the weapon by an additional 5 ft. for an
additional chakra cost of 2. This technique is one of the most fearsome aspects of
Melee based weapons also can hurl small shards of the Mangekyou Sharingan. The technique uses an
Amaterasu flame each time they are swung. The shards enormous amount of chakra and has two incredible
count as 1d6 fire damage and the attack is a ranged touch abilities depending on which eye is in use. Each eye
attack. The user may create 2 shards per swing, each
constitutes one technique. When selecting both the user plants and animals with them. Time passes normally on
makes one learn check. this plane.
Teleport: The user doesn’t need to have his
Left Eye: Upon obtaining the Left Eye option the user
Mangekyou Sharingan active to use this ability. To
can distort space-time around a person and use the
teleport, the user must make a ranged touch attack on a
distortion to destroy a person completely.
target or their self that deals no damage. If the attack is
The user must have his Mangekyou Sharingan active successful, the user is able to warp himself and or the
to use this ability. The user must hit the target with a targets, to their personal dimension or any other
ranged touch attack that deals 2d4 points of damage per dimension the user has been to or has synchronized
level (maximum 40d4) unless the target succeeds a with. The target will disappear, along with all of the
Fortitude save. If the save is successful, the attack deals objects it was carrying, without a trace. If the target is
2d6 points of damage plus 1 per level (maximum aware of the user before the attack, he gets a +2 Insight
2d6+20). If the target is killed by the technique, its body, bonus to Defense against the user’s touch attack. The
along with all of the objects it is carrying, are destroyed target can willingly allow the user to perform this
and the remains sent to the user’s personal dimension (if variant of the technique on him, in which case the user
they have the Right Eye option, if not the remains are automatically succeeds the touch attack.
lost forever). If the user fails to hit the target, the user When exiting another dimension to return to the
can make a Concentration check (DC 30) to maintain the Material Plane, the user may appear anywhere they have
technique for an additional 1 round per Sharingan Eye previously visited before.
bonus. Each round after the first, the user may only The base chakra cost for this variant of the technique
make one action and must pay an additional 5 chakra. If is 10 if used to enter their own dimension but costs
the user makes another ranged touch attack, he suffers a nothing to leave and causes no Mangekyou Sharingan
-1 penalty to his attack. Blindness for the user if they do not bring others with
If the user is dazzled, the damage is halved. This them. Other dimensions are 30 chakra to enter and
technique cannot be used if the user is blinded or if his leave, this option causes 1 Mangekyou Sharingan
Mangekyou Sharingan is not currently active. Blindness per use if used to teleport the user and or
The base chakra cost for this variant of the technique others who are all willing, if used on someone unwilling
is 30. It increases by 10 chakra for each size category then becomes 1 Blindness per use. The user may bring 1
above medium; however, this technique cannot other person.
completely destroy a creature of size category Huge or Warp: The user doesn’t need to have his Mangekyou
higher. Sharingan active to use this ability. The user can use this
technique to warp in and out of reality as if teleporting.
Right Eye: Upon obtaining the Right Eye option the user As a move action, the user may teleport in any direction
gains their own personal dimension which acts as a finite within twice his movement speed.
plane with limited access, a demiplane. Each demiplane The base chakra cost for this variant of the technique
acts separately from any other created by another is 10.
character. Phase: The user doesn’t need to have his Mangekyou
Demiplane: The plane grows at a rate of 10 ft. in radius Sharingan active to use this ability. The user can also
per day to an initial maximum of 200 ft. The temporarily warp all or select parts of his body to their
environment reflects whatever the character desire’s it personal dimension, making his body intangible for a
to appear, once this is set it cannot typically be undone. short time. The user must spend a full-round action to
The character determines the atmosphere, water, perform this ability.
temperature and general shape of the terrain (the For 1 round per Sharingan Eye bonus, the user will
character cannot create terrain made from esoteric become intangible and cannot be hit by any attacks,
materials, such as silver, uranium; you’re limited to stone physical or chakra-based. However, the user cannot
and dirt). make attacks or use additional techniques that directly
This cannot create life (including vegetation), nor can affect others until the technique is deactivated. If the
it create constructs such as buildings, roads, wells or user was touching another creature or object (of size
dungeons, and so forth. The character must add them in category Medium or lower), the effects are applied to
some other fashion if they so desire such as bringing that creature as well for as long as the user is touching it,
plus 1 round. It is a swift action to deactivate this ability.
The base chakra cost for this variant of the technique The base chakra cost for this ability is 50 + the DC of
is 25. the plane you are trying to synchronize with. The user
Avoiding an Attack: Minimum DC 30. The user suffers 1 Mangekyou Sharingan Blindness.
doesn’t need to have his Mangekyou Sharingan active to
TABLE: SYNCHRONIZE DIMENSIONS
use this ability. The user performs Kamui as an instant
Plane Example DC
action before an enemy’s attack roll (melee or ranged
attack, touch attack, or grapple attempt) targeting him Transitive Astral, Ethereal, or Shadow Planes 20
Planes
specifically, and warps the designated part of his body to
another dimension. To do so, the user must be aware of Inner Elemental, Positive or Negative 25
the attack. Planes Planes, A Summons’ Plane
Avoiding an attack costs 6 points of chakra, and can be Outer Numerous Planes based on 30
done up to 1 time per Sharingan Eye bonus per day Planes alignments
(maximum 5). There is no maximum CR. Unlike Personal Demiplanes and other personal 35
techniques like Kawarimi, the character can use this Planes planes.
technique to avoid attacks when immobilized as long as Ancient Planes no longer known of or 40
he is not blinded. Planes completely undiscovered realms.
To avoid the attack, the user must make a Perform
check opposed by the opponent's attack roll (add 5 if the Mastery – At each level of mastery, the cost of using
attack roll is a Chakra Control or Ninjutsu effect, a the Right Eye option is lessened by 1 chakra.
natural 20 or a confirmed critical). Success means that At each level of mastery, the user may teleport an
the user becomes intangible and takes no damage. The additional person, each additional person cost 5 chakra.
effects last until the end of the round. Mastery – At 5th level of mastery, the Left Eye option
Avoiding an attack must be declared before knowing now does half damage instead of 2d6+1 per level
the result of the attack roll. Failure means that the (2d6+20).
chakra spent trying to avoid the attack is wasted, and the
technique fails. This option causes 1 Mangekyou KOTOAMATSUKAMI (DISTINGUISHED HEAVENLY GODS)
Genjutsu (Doujutsu) (Mangekyou Sharingan (a))
Sharingan Blindness every 2 uses.
[Uchiha Kinjutsu]
After using any option of this technique, the user gains
1 point of Mangekyou Sharingan Blindness, unless Rank: 20 (Epic); Learn DC: 45, 10 successes; Perform: 28
(DC 50); Time: 1 full-round action; Components: C, E;
otherwise stated. See Mangekyou Sharingan for details
on blindness. Range: 30 feet; Target: One or more creatures; Duration:
1 minute/2 levels; Save: Will negates, Will partial; CR:
Both Eyes: When the user selects both of his Mangekyou Yes; Cost: 30.
techniques one for each eye, the final power of Kamui is
unlocked. This technique allows the user to enter the opponent's
mind and manipulate them by giving them false
Synchronize (Requires Left and Right Eyes): The user experiences, making it seem as if they were doing things
must have his Mangekyou Sharingan active to use this of their own free will. It is regarded as a Genjutsu of the
ability. The character may also synchronize with other highest class, due to the victim being entirely unaware
dimensions, in order to synchronize with a different that they are being manipulated.
dimensions the user must either have been present The user must have his Mangekyou Sharingan
within the dimension or seen it at some point. This activated to use this technique. With a large expenditure
ability has the Hand Seals component. If the user wishes of chakra, the user can perform one of the most powerful
to synchronize with a dimension they have not visited Genjutsu techniques known to man. The user makes a
but are aware potentially exists, the user must make a gaze attack to initiate this technique. Any creature
Perform check, DC equal to the table below. To see if a looking at the user must succeed a Will save or else
user is aware of a Plane of existence without having first become caught in the technique.
or second hand information about it, the user can make Any affected creature is put into a deep trance.
a Knowledge (Arcane Lore) check DC equal to the same However, time will go on as usual in the subjects’ minds.
Perform DC listed for the Table: Synchronize They will act and react to whatever the user creates for
Dimensions. the duration of the technique. The user may present false
experiences in the form of combat, dialogue or encounter. If a character has Mangekyou eyes implanted
environment. into them who do not possess the Sharingan Bloodline,
Combat: If the subject was in combat when this the time to use them increases to one eye every 6
technique took effect, he remains in combat. During months, if the user only has one of the Mangekyou eye
combat, each point of chakra the subject spends is the time is further increased to 1 year per use. If the user
converted into mental damage due to the taxing effort possesses the Hashirama Senju Cells template, then he
on the brain. In addition, he also suffers mental damage may use this technique once per eye, per week instead if
equal to half the damage he endured while under the they also have the Sharingan Bloodline. If the user does
effects of the technique. This damage, however, is dealt not possess the Sharingan Bloodline the time reduced for
once the subject is free of the technique, and it can be having both eyes is 3 months. If the user has only one, it
halved by succeeding a Will save (as per the technique). is reduced to 6 months.
Dialogue: The user can alter or continue conversations
between the subject and whomever they were speaking
KUDAKE CHITTA KAGAMI (SHATTERED MIRRORS)
Genjutsu (Doujutsu) (Requires Mangekyou Sharingan
with when the technique took effect. Similarly, he can
(a)) [Uchiha Kinjutsu]
create additional personas to interact with the subject in
Rank: 14 (Super S); Learn DC: 30, 8 successes; Perform:
various ways. The user decides what his creations say
17 (DC 37); Time: 1 full-round action; Components: C,
and how they react to the subject. The user may choose
S, E, Mas; Range: Close; Duration: 1 round/4 levels; Save:
this option to persuade the subject of something
Will partial (see text); CR: Yes; Cost: 12.
important or lead them down a certain path. This option
deals no damage unless it provokes combat (see above). This technique is among the strongest Genjutsu used
Environment: The user can alter things within the by the wielders of the Sharingan. It creates a powerful
subject’s environment similarly to other illusion illusion that breaks the battlefield into multiple pieces as
techniques. For example, the user could make a ceiling if a mirror was shattered into several pieces.
collapse to force the subject to escape or change which This high level Genjutsu creates the illusion that the
way a road leads to get the user to a designated location. user is in multiple areas around the target at one time. It
Therefore, the user would choose this option to force the is intended to disorientate and trick the target’s mind. To
subject down a specific path or create a feeling of distress use this technique, the user’s Mangekyou Sharingan
or urgency in the subject’s mind. The user suffers half of must be active.
any damage he takes while under the technique’s effects The user makes a gaze attack against a single creature
once the Genjutsu deactivates, of which can be halved to initiate this technique. The target may make a Will
with a successful Will save (as per the technique). save to avoid the gaze attack, but takes a penalty equal
The user may also pay an additional 10 chakra at the to half the user’s Sharingan Eye bonus, round down. If
beginning of this technique to control the subjects’ the target fails his save, he will see his world break like
movements while under the technique’s effects. With a mirror into several pieces that will surround him in all
this ability, the user can move the subject’s body to the directions. These pieces will reflect parts of the previous
aforementioned locations or control his actions during area in random locations, thus disorienting the target.
combat. The user cannot take any other actions and the For the duration of this technique, the target suffers a -4
duration is cut in half when he uses the technique in this penalty to attack rolls and Reflex saves and is considered
fashion. He must make a concentration check (DC 20 + flat-footed. He may not perform actions or techniques
the target’s CR) per subject, per round to control the that require concentration.
subjects. If the user fails a check, the subjects may make After using this technique, the user gains 2 points of
a Will save as per the technique to negate the technique. Mangekyou Sharingan Blindness. See Mangekyou
After using this technique, the user suffers 4 points of Sharingan for details on blindness.
Mangekyou Sharingan blindness. If this technique was Empower – The user may pay 4 chakra to increase the
empowered, the user suffers an additional 1 point of duration of this technique by 1 round. (Up to a number
blindness. Refer to the Mangekyou Sharingan blindness of rounds equal to the user’s Charisma modifier)
chart for details of blindness. Mastery – Every odd level of mastery increases the
Empower – The user may spend 10 points of additional penalties induced by this technique by 1.
chakra to increase the duration to 1 minute per level
(maximum 20 minutes).
Special: This technique can only be used once per eye,
per month, and never more than once in a single
SHUUGYOU: HOMURA KOUSEN (TRAINING: FLAMES OF THE manifests initially as a set of ribs, and a large bony arm,
UNDERWORLD) but gradually becomes the large ethereal warrior of
Training (Ninjutsu) (Requires Amaterasu (1); legend.
Mangekyou Sharingan (a); Elemental Specialization Ribs: The user summons the initial form of the
(Enton) (a)) Susano’o; a set of ribs around himself to protect him from
Rank: 10 (A); Learn DC: 25, 4 successes; Components: damage. The user can spend his move action to summon
Mas. a skeletal hand with 1 claw attack with a reach of 10 ft.,
and a threat range of 20. He may then use his attack
The user enhances his Katon techniques with the
action to attack with the skeletal hand either by making
black flames of Amaterasu, allowing him to burn
an attack or grappling an opponent. He may also use the
through considerable protections. The user ignores 3
hand as you would use a normal hand.
points of fire resistance or hardness with his Katon
Once the duration ends, or he dispels the technique,
techniques while his Mangekyou Sharingan is active.
the user must make a Fortitude save (DC 10 + 1 per round
If a creature Catches on Fire as a result of a technique
the technique was active, +1 for each previously failed
enhanced by this ability, the burning damage also
Fortitude save of Susano’o that encounter) or become
benefits from the reduction in fire resistance.
fatigued. Each Fortitude save failed after the first causes
Mastery – The first four steps of mastery allow the user
the user to become exhausted, then causes 1 point of
to ignore an additional 3 points of fire resistance with
temporary Constitution damage.
his Katon techniques while his Mangekyou Sharingan is
The chakra cost is 12.
active, and each requires one additional step of mastery
The user suffers 1 point of Mangekyou Sharingan
in Amaterasu.
Blindness after this technique is ended.
The fourth rank of mastery therefore requires full
Defensive Maneuver: By spending 4 points of chakra,
mastery of Amaterasu.
the user can defend himself with the Ribs of Susano’o, as
The fifth step of mastery allows the user to deal half
per Defensive Maneuver, and can be made up to 1 times
damage to fire immune creatures with Katon techniques
per day. Using it in this manner does not gain a point of
while Mangekyou Sharingan is active.
Mangekyou Sharingan blindness nor requires the user to
SUSANO’O (GOD OF SEA AND STORMS) make a Fortitude save to avoid fatigue, and the rib’s only
Ninjutsu (Requires Chakra Control 23 ranks, Ninjutsu 23 last long enough to defend against the attack, before
ranks, Mangekyou Sharingan (a), 2 Mangekyou immediately dispelling.
Sharingan techniques, and Epic technique (Susano'o)(f)) By making a Chakra Control check (DC 32) and
[Uchiha] spending another 8 chakra, the ribs appear and will
Rank: 20 (Epic); Learn DC: 45, 8 successes; Perform: 28 remain after he has defended against the attack, as
(DC 50); Time: 1 Full-Round Action; Components: C, though he had summoned them on his own turn. In this
Mas; Range: Personal; Target: You; Duration: 1 round/2 instance, all effects apply normally. If using this option,
levels (D); Save: None; CR: Yes; Cost: (See text) the user must pay the difference in chakra for any
greater form of his Susano’o as well as spend an
The third technique said to be unlocked with those additional 1 Attack Action on his turn in order for the
who possess the Mangekyou Sharingan, this technique version of his Susano’o he wishes to materialize.
summons a massive ethereal warrior to the user’s aid, Skeletal Susano’o (Requires 1st step of Mastery): The
granting him incredible offensive and defensive users’ Susano’o grows, and forms an entire upper
capabilities, at a taxing price on the user’s body and eyes. skeleton of chakra. The Susano’o retains all prior form
The Susano’o can be summoned only impartially at features, and gains the following:
first, yet as the user’s prowess gradually increases, so too - 2 Hands Manifest: The construct gains 2 slam attacks,
does the size and strengths of the user’s Susano’o. It delivered at the user’s highest attack bonus.
TABLE: SUSANO’O VERSIONS
Version Size Str HP DR/- ER Claw Weapon(s) Feats
Ribcage Large 20 50 15 10 1d6 N/A
Skeletal Huge 25 75 20 15 2d4 N/A Improved Grab
Humanoid Huge 30 100 25 20 2d4 1 Huge / 2 Large
Armoured Gargantuan 35 125 30 25 2d6 1 Gargantuan / 2 Huge
Complete Colossal 40 150 35 30 2d8 1 Colossal / 2 Gargantuan
- Improved Grab: The construct must hit with 1 slam has a rate of fire of 1, unless the user has abilities that
attack for this ability to work. may alter this.
The chakra cost is 20. The chakra cost increases to 36, and the user will gain
The Fortitude save is now raised by 5. 2 points of Mangekyou Sharingan Blindness points when
The user suffers 1 point of Mangekyou Sharingan the techniques ends. In addition, the user must make a
Blindness after this technique is ended. Fort Save (DC 18 + 1 per round the technique was active,
Humanoid Susano’o (requires 2nd step of mastery): The +1 per failed Fortitude save of Susano’o that encounter)
users’ Susano’o gains muscle and sinew as well as being or suffer 1 point of Constitution damage, 1 point of
able to form its lower half, giving it full range of motion. Mangekyou Sharingan Blindness and become exhausted.
The Susano’o retains all prior form features, and gains At the end of the encounter, the user must make a
the following: Fortitude Save (DC equal to the highest Fortitude Save
- The Susano’o is able to move using the user’s move he made because of Susano’o) or risk half the
action. Its move speed is 40 ft. or the user’s whichever is Constitution damage becoming permanent.
higher. Manifesting the lower half costs an additional 8 Complete Susano’o (requires 5th step of mastery): The
chakra. Mastery – Each step of mastery increases the CR he
- The user’s Susano’o gains either 1 weapon of Huge may defend himself using Susano’o ribs by 5.
size or 2 weapons of Large size, following the normal Each step of mastery increases the number of times he
penalties of fighting with two weapons. If the user has may use Susano’o ribs to avoid an attack, to a maximum
any feats that lessen the penalty, the Susano’o gains of 5 per day.
those same benefits. Alternatively, the user may opt for Each step of mastery grants the user a +2 bonus to
one of the 2 weapons to be a shield. When the user takes Fortitude checks made to avoid taking Constitution
a defensive action, he gains an additional DR 15/- and damage from using Susano’o
ER 10. All weapons ignore 10 hardness of any object and Upon attaining the 3rd step of mastery, the user need
count as chakra enhanced. If the user chooses a ranged only make the Fortitude save every 2 rounds. This
weapon, it costs 2 chakra per projectile. Each ranged increases to every 3 rounds upon attaining the 5th step
attack gains Kawarimi Defense of 4. The ranged weapon of mastery.
has a rate of fire of 1 unless the user has abilities that With the 5th step of mastery, the user can increase the
alter this. size of his Shrouded Susano’o to Gargantuan, increasing
The chakra cost is 30. its Strength score to 38. The construct’s hit points
The Fortitude save is now raised by 3. increase to 100, and it’s energy resistances and damage
The user suffers 2 point of Mangekyou Sharingan reduction all increase by 5, to DR 30/-, and energy
Blindness after this technique is ended. resistance 25 to Fire, Earth, Lightning, Water, Wind, Ice,
Armoured Susano’o (requires 3rd step of mastery): The Acid and Sonic damage. Doing so increases the chakra
users’ Susano’o gains a shroud of chakra, further cost by 50%, and increases the size of his weapons by one
increasing its defensive capabilities. The construct gains stage (i.e. Huge to Gargantuan, Large to Huge).The user
the following benefit: must make a Fort save (DC 23; + 1 per round the
- In addition, the user’s Susano’o gains either 1 weapon technique was active, +1 per failed Fortitude save of
of Huge size, or two weapons of Large size, following the Susano’o that encounter) each round. In addition, the
normal penalties of fighting with two weapons. The Constitution damage for a failed Fortitude save becomes
Two-Weapon Fighting tree lessens these penalties, as 2; and the user gains an additional point of Mangekyou
normal. The user can opt for the weapon to be a shield, Sharingan Blindness on a failed Fortitude save.
which increases the user’s damage reduction against Special: The GM may rule that any character that has
physical attacks to DR 25/epic when taking a defensive acquired an Eternal Mangekyou Sharingan, in addition
or total defensive action in the direction the user is to no longer suffering Mangekyou Sharingan Blindness
facing. The weapon deals damage as though Huge sized points from using this technique, may also no longer
(or Large, if opting for two weapons), and ignores the need to check to avoid taking Constitution damage or
first 10 points of hardness of any object and counts as becoming fatigued/exhausted.
chakra enhanced when bypassing damage reduction. If Working out the Fort save for Susano’o:
the weapon he chose is a ranged weapon, it costs 2 points Fort DC = (a+b+c), where:
of chakra to manifest each projectile, but attacks made A) Amount stated in text. This will change, depending
with the weapon gain a Kawarimi Defence of 4, and hits on which version of Susano’o is activated.
using the user’s ranged attack bonus. The ranged weapon
B) The amount of rounds the technique has been Mastery – Every odd level of mastery the user gains a
active for. This “resets” once a user has failed the +1 circumstance bonus to attack rolls and saves.
Fortitude save.
C) The number of times the user has failed this
Fortitude save in the encounter. SHIKAWA MYAKU
TOKUTEN NO SHUNKAN (MOMENT OF REDEMPTION) This powerful bloodline was possessed by members of
Ninjutsu (Spacetime) (Requires Mangekyou Sharingan a branch family from clan Kaguya. The Kaguya, being a
(a)) [Uchiha Kinjutsu] warrior people, sought to use the power of the branch in
Rank: 12 (Super S); Learn DC: 29, 8 successes; Perform: their warfare through manipulative and oppressive
15 (DC 32); Time: 1 full-round action; Components: S, E, means.
Mas; Range: Personal; Duration: Instant; Save: None; The Kaguya systematically denied the family their
CR: No; Cost: 12. rights as a clan in and of themselves, and at times denied
the existence of the people altogether. Those that
Utilizing the Sharingan’s innate predictive capabilities
possessed the bloodline refused to fight alongside the
in conjunction with advance spacetime manipulation,
Kaguya as lesser members. They offered a deal to clan
the user of this technique is able to seemingly reverse
head, they would continue to fight alongside their
time in order to alter the past.
brethren, but only as equals. The clan head must
This technique combines the predictive nature of the
acknowledge the branch as its own clan, with full rights.
Sharingan with spacetime properties to alter the past
The Kaguya responded with the wholesale slaughter of
with hopes of aiding the user in combat. To use this
every first born male child from the branch. Its
technique, the user’s Mangekyou Sharingan must be
remaining members scattered themselves to protect
active.
their children, and future children from the scorn of the
Spending a full-round action, the user concentrates on
Kaguya. Seeking asylum in a variety of countries and
using his eye’s special ability. After performing this
villages across the globe, they changed their names,
technique, the user will essentially be sent back 1 round
hiding in plain sight.
in time. Any creatures on the battlefield, other than the
user, are placed back where they were before their REQUIREMENTS
MINOR
respective turns and must take the exact same actions
Ability Scores: Con 14
they took during the previous round. The user, however,
Skills: Concentration 2 ranks
may alter his actions how he sees fit. Any damage the
Feats: Advanced Bloodline (Shikawa Myaku)
user suffered or dealt is nullified, for he has travelled
back in time. Initiative remains the same as it was prior INTERMEDIATE
to the use of this technique. Ability Scores: Con 15
After using this technique, the user gains 2 points of Skills: Concentration 3 ranks
Mangekyou Sharingan Blindness. See Mangekyou Feats: Advanced Bloodline (Shikawa Myaku)
Sharingan for details on blindness. MAJOR
Empower – By spending an additional 6 chakra, the Ability Scores: Con 16
user may increase the number of rounds he is sent back Skills: Concentration 4 ranks
by 1. This technique may only be empowered one time. Feats: Advanced Bloodline (Shikawa Myaku)

TABLE: SHIKAWA MYAKU BLOODLINE TRAITS


Level Shikawa Myaku Minor Shikawa Myaku Intermediate Shikawa Myaku Major
1st Skin Control 1 Skin Control 1 Skin Control 1
2nd — — Rapid Regen 1
3rd Rapid Regen 1 Rapid Regen 1 Claw (1d4)
4th — Claw (1d4) Skin Control 2
5th Claw (1d4) Skin Control 2 —
6th Skin Control 2 — Rapid Regen 2
7th — Rapid Regen 2 Skin Control 3
8th Rapid Regen 2 — Claw (1d6)
9th — — Rapid Regen 3
10th Skin Control 3 Skin Control 3 Skin Control 4
11th — Claw (1d6) —
12th Rapid Regen 3 Rapid Regen 3 —
13th — — Skin Control 5
14th Claw (1d6) — Rapid Regen 4
15th — Skin Control 4 Claw (1d8)
16th — Rapid Regen 4 Skin Control 6
17th Rapid Regen 4 Claw (1d8) —
18th — Rapid Regen 5 Rapid Regen 5
19th — — —
20th Skin Control 4 Skin Control 5 Skin Manipulation

SKIN CONTROL (EX) SKIN MANIPULATION (EX)


This ability allows the user to harden or soften their The user makes a melee touch attack, against a target
skin as a free action. This ability costs 1 point of chakra that provokes an attack of opportunity. If the attack is
for every round it is active, depending on if the user successful the target must succeed a Fort save (DC 10 +
hardens or softens their skin they get a variety of effects: half HD + Con mod). If the save is failed the user can
Hardened Skin (Ex): When the user activates this bestow the penalties, from one of the Skin Control
ability, they gain 1 Natural Armor bonus and Damage abilities upon the target for 1d4 minutes.
Reduction (DR/Dark Iron), as well as a penalty to
Dexterity Skill checks, and Speed Ranks equal to the SHIKAWA MYAKU FEATS
rank of this ability. Cannot be active while Softened Skin
RENDING CLAW
is active.
You know how to hit where it hurts with your claws.
Softened Skin (Ex): When the user Activates this
Prerequisite: +4 base attack bonus, Advanced
ability they gain two points of Damage Reduction
Bloodline (Shikawa Myaku), Claw Manifestation
(DR/Slashing) per rank in this ability. As well as gaining
Ability.
one point per rank in all dex based skill checks, Energy
Benefit: If you hit with both of your claw attacks in a
Resistance (Force) but takes a penalty to strength based
round, you deal extra damage equal to your base Claw
skill checks, and Strength Ranks equal to the rank of this
Manifestation damage+1/2 your Str modifier.
ability. Cannot be active while Hardened Skin is active.
RAPID REGEN (EX) HEALING FACTOR
Prerequisite: Constitution 14, Advanced Bloodline
While the Skin Control ability is active the user
(Shikawa Myaku), Rapid Regeneration Ability.
becomes able to change its form where wounds appear,
Benefit: When you deactivate the Skin Control
creating smooth skin where once were wounds. The user
Ability, you immediately heal a number of hit points
gains fast healing equal to the rank in this ability. If it
equal to your character level. This benefit does not occur
spends a full-round action and succeeds on a
if you die (at -10 hit points) before the period of the
Concentration check (DC equal to the total damage it
ability ends. This Ability is usable a number of times per
has sustained), it heals 10 points of damage for 5 chakra.
day equal to the user’s Constitution modifier, and can
CLAW (EX) only be used twice per encounter.
As a move action the user can turn his fingers into
claw like appendages that deal damage as stated ADVANCED SKIN CONTROL
parenthetically above. These claws get a bonus to attack Prerequisite: Advanced Bloodline (Shikawa Myaku),
and damage equal to the users rank in Skin Control. The Constitution 16, Skin Control 3 ability.
claws threaten a critical on a natural roll of 20 and do 3 Benefit: Upon taking this feat the character must select
times damage. This costs an additional 1 chakra every 2 either Hardened Skin, or the Softened Skin ability. Once
rounds. selected the character loses the other ability, and the
chosen ability get replaced by one of the following:
CLOAK OF THE JUGGERNAUT attacks are at your highest attack bonus, and both receive
When the user activates this ability, they gain a point the +2 bonus for charging.
of natural armor and Damage reduction (DR/-) equal to
the users Rank in Skin Control. The user also gains a +2
to Strength and Constitution, but a -4 to Dexterity. SHIKOTSUMYAKU
While this ability is active the user does not benefit from
Speed Ranks. This strange bloodline carried by the Kaguya clan
allows them to manipulate the growth and hardness of
CLOAK OF THE GREMLIN
their skeletal structure, and more potent versions even
When the user activates this ability the gain a dodge
allow their bearer to heal quickly and regenerate limbs.
bonus to ac, and Damage Reduction (DR/slashing) equal
to their rank in skin control. The user also gains +4 to REQUIREMENTS
Dexterity, but a -2 to Strength and Constitution. While MINOR
this ability is active the user does not benefit from Feats: Toughness
Strength Ranks. INTERMEDIATE
Skills: Concentration and Taijutsu 2 ranks.
SWIFT CLAW Feat: Toughness
Prerequisite: +6 base attack bonus, Advanced MAJOR
Bloodline (Shikawa Myaku), Claw Manifestation Skills: Concentration or Taijutsu 2 ranks.
Ability, Rending Claw. Skills: Concentration or Taijutsu 4 ranks.
Benefit: When you make a charge attack, you can Feat: Toughness
make two claw attacks at the end of the charge. Both
TABLE: SHIKOTSUMYAKU BLOODLINE TRAITS
Shikotsumyaku Shikotsumyaku Shikotsumyaku
Level
Minor Intermediate Major
1st Bone Weapon (Small) Bone Weapon (Small) Bone Weapon (Small)
2nd — — Bone Armor
3rd — Bone Armor —
4th Bone Armor — Bone Weapon (Medium)
5th — Bone Weapon (Medium) Extended Life (10 Years)
6th — — —
7th Bone Weapon (Medium) Shikotsumyaku +1 Shikotsumyaku +1
8th — — Bone Weapon (Large)
9th — Bone Weapon (Large)
10th Shikotsumyaku +1 Extended Life (10 Years) Shikotsumyaku +2
11th — Deathless +1
12th — — —
13th Bone Weapon (Large) Shikotsumyaku +2 Shikotsumyaku +3
14th — Extended Life (20 Years)
15th — Shikotsumyaku +3 —
16th Shikotsumyaku +2 — Shikotsumyaku +4
17th — Shikotsumyaku +4 Shikotsumyaku +5
18th — — —
19th Extended Life (10 Years) Shikotsumyaku +5 Deathless +2
20th Shikotsumyaku +3 — Extended Life (25 Years)

BONE WEAPON (EX) As a move-equivalent action that does not provoke


attacks of opportunity, can extract a Bone Weapon of
certain sizes from one of their limbs. If the weapon is though you cannot be set back from the age category you
Diminutive or Tiny, they are usable and do not render a are currently in.
limb disabled. If the user creates a Small, Medium or SHIKOTSUMYAKU (EX)
Large Bone Weapon, the limb becomes unusable for 10 Your Bone Weapons gain an enhancement bonus to
rounds - 1 per level (minimum 1). An unusable arm attack and damage rolls. While your Bone Armor DR
cannot be used to make skill checks, hand seals or wield gains a bonus equal to the level of Shikotsumyaku, this
weapons, and incurs a -2 penalty to Strength and bonus adds to the DR as well as the rounds the ability
Grapple checks. An unusable leg halves your movement lasts (i.e. a +5 bonus would mean a user can spend 1
speed and makes you unable to run, incurring a -1 AC chakra and gain +6 DR/Dark Iron for 6 rounds).
penalty and a -4 penalty to opposed Bull Rush, Trip or
Overrun checks. Furthermore, an unusable limb cannot
DEATHLESS (EX)
You gain a bonus to Fortitude saves against massive
form a Bone Weapon.
damage, and become capable of regenerating limbs you
TABLE: WEAPON DAMAGE have lost. Tiny body parts like fingers and toes take
Hardness/ 1d4+2 days to regrow, large parts like hands and feet take
Weapon Damage Example 3d4+6 days to regrow, and large limbs like an arm or leg
HP
Diminutive 1 10/2 Needle takes 4d6 weeks. You are fatigued while the
regeneration takes place, and cannot relieve or ignore
Tiny 1d4 10/4 Kunai
the fatigue by any means.
Small 1d8 10/6 Ninja-to
In addition, you recover from Strength, Dexterity and
Medium 1d10 10/8 Katana Constitution damage twice as fast while resting.
Large
Large 2d6 10/10
Katana
The user may create an unlimited number of SHIKOTSUMYAKU FEATS
Diminutive and Tiny Bone Weapons at no cost, while DENSE BONE
creating larger Bone Weapons costs 1, 2, or 3 Chakra Prerequisite: Shikotsumyaku +1
respectively for Small, Medium or Large. Weapons may Benefit: The user’s weapons count as Chakra
deal bludgeoning, piercing, or slashing at the user’s Enhanced as well as Dark Iron for the purpose of
choice, this is made upon creating the weapon. A GM bypassing Damage Reduction, granting their weapons a
may over rule a weapon that makes no sense such as a hardness of 15, HP remains the same for the weapons.
Diminutive weapon dealing bludgeoning (bone needles When the user gains Shikotsumyaku +3 the user is
should obviously only deal piercing). treated as though their weapons are made from Heavy
A Bone Weapon lasts for 6 hours before turning to Dark Iron for the purpose of bypassing Damage
dust. The user is considered proficient with all their Reduction, granting their weapons a hardness of 20 and
Bone Weapons. If you have Exotic Melee Weapon increasing the HP of each weapon size by +4 as well as a
Proficiency, you can wield a Large Bone Weapon in one critical strike multiplier increase of +1. This does not
hand. affect the weight or handling (whether a weapon is light,
Characters without this bloodline cannot become one-handed or two handed) of their weapons.
proficient in this weapon without the feat Exotic Melee IMPROVED BONES
Weapon Proficiency (Bone Weapons). If the user is a Prerequisite: Bone Armor
different size than Medium, adjust the weapon's sizes, Benefit: The character gains a +4 Natural Armor bonus
damage and hit points appropriately. to AC while Bone Armor is active. In addition, the user
BONE ARMOR (EX) counts as having the Quick Draw feat for their bone
As an instant action, you can spend up to 5 Chakra to weapons only.
gain DR X/Dark Iron for a number of rounds equal to 1 LIFE EVERLASTING
+ their Con modifier, where X is the amount of Chakra Prerequisite: Deathless +1
spent. Benefit: The character regains Con damage twice as
EXTENDED LIFE (EX) fast as normal, as well as cutting time to regrow any
You add a number of years to all of your maximum age missing limbs or appendages in half the normal amount
and to the limits of all age categories for your race, of time (after they’re rolled).
RAPID REGROWTH makes a saving throw. Each time the victim fails bone
Prerequisite: Bone Weapon (Medium)
spurs jut out of their skin abruptly and painfully.
Benefit: The character can regrow bones instantly the This disease can be removed by a properly trained
same round that are used for Bone Weapon if the Medical Ninja of at least 5th level or higher by making a
weapon created was one size category smaller than the Treat Injury (DC 25) check.
user’s largest size, enabling the character to continue Mastery – Every odd step adds an additional +1 to the
using that limb as normal. All Bone Weapons also cost 1 Con damage each time it is incurred. At the 5th step of
less Chakra to create, to a minimum of 0. mastery, the DC for the saving throw increases by +1 and
the Treat Injury check increases by 5.
SHIKOTSUMYAKU TECHNIQUES KAMARATSU NO MAI (DANCE OF THE LARCH)
Taijutsu (Enhancement) (Requires Bone Weapon (a))
HIJUTSU TECHNIQUES [Kaguya Clan Hijutsu]
HARI KINKOTSU (BONE NEEDLES) Rank: 8 (A); Learn DC: 23, 5 successes; Perform: 11 (DC
Taijutsu (Strike; Requires Bone Weapon (a)) [Strike,
25); Time: 1 full-round action; Components: Mas, P;
Kaguya Clan Hijutsu]
Range: Personal; Target: You; Duration: 1 round/level
Rank: 2 (C); Learn DC: 15, 3 successes; Perform: 2 (DC
(D); Saving Throws: None; Cost: 10.
15); Time: 1 attack action; Components: E, Mas; Range:
Close; Target: Target(s); Duration: Instant; Save: None; Using this technique, the user uses her bloodline to
Cost: 1 per bone needle. extract her bones to a greater degree than with any of
the previous dances. Out of everywhere on her body,
By forming a piece of thin very sharp bone in the user’s
forearm, hands, ribs, back, shoulders, and even her legs,
mouth they are able to then fire the needle shaped bone
the bones stick out in a protective and lethal armor.
fragment utilizing some Chakra. Every bone needle
She gains a +3 natural armor bonus to defense, and all
deals the base damage for a standard needle, and benefits
attacks made against her with a hand-held weapon of
from anything that would increase using needles or bone
Small or smaller size or unarmed attacks deal 1d4 points
weapons. Each needle can be fired as an attack action at
of piercing damage to the attacker in return. In addition,
your highest attack bonus (or multiple based upon your
once every 3 rounds, she may give up all her attacks for
BAB).
the round in order to spin wildly and make an attack at
Empower – Spend 1 Chakra to fire an additional
her highest attack bonus against all adjacent opponents,
needle, up to 1 per level (max 5).
as per the Whirlwind Attack feat.
Mastery – Every odd step increases the damage done
All unarmed attacks made in this state deal damage as
by the needle by +1 (+4 max).
a medium Bone Weapon.
ISHIZUKURIJIN SHIKKAN (STONEMAN DISEASE) Mastery – The second and fourth steps of mastery
Taijutsu (Strike; Requires Bone Weapon (a) Togeyomi increase the user’s Natural Armor bonus by +1.
no Jutsu) [Kaguya Clan Hijutsu] The first and third steps of mastery reduce the time
Rank: 10 (A); Learn DC: 25, 5 successes; Perform: 13 (DC between Whirlwind Attacks by 1 round.
27); Time: 1 attack action; Components: Mas, P; Range:
KOKKAKUHOUYOU (SKELETAL EMBRACE)
10 feet; Target: 1 Target; Duration: Instant; Save:
Taijutsu (Grapple; Requires Bone Weapon (a)) [Kaguya
Fortitude negates; Cost: 3.
Clan Hijutsu]
This deadly technique infuses the victim with a bit of Rank: 4 (C); Learn DC: 17, 3 successes; Perform: 4 (DC
the user's own DNA which forces the victim's own bones 17); Time: 1 attack action; Components: E, Mas, P;
to reproduce uncontrollably. This often proves to be Range: Personal; Target: Grappled Target(s); Duration:
fatal for those of poor Constitution. 1r/level; Save: None; Cost: 3.
The user strikes the target, if the attack deals damage
This power functions whether the user has a free hand
the target immediately makes a Fortitude save to resist
to grapple or not. During a grappling challenge the user
the disease. If the target fails their saving throw they
summons spikes from all over their body and makes an
take 1d6 Con damage. After 1 minute the target must
attack roll, if successful those involved in the grapple
make another saving throw at the same DC, failure
with the user take 1d6 points of damage for each turn
incurs another 2d6 Con damage. This disease continues
anyone is grappling the user. This attack may also be
to ravage the body of the target once each day for
another 1d6 Con damage until the victim successfully
used on any physical bonds that give the user the healed, such as by fast healing). When using multiple
entangled, grappled, or immobilized conditions. spikes, the user makes one roll and each target must
The user may pay the cost of the technique again to avoid that attack roll.
extend the duration of the technique when the Mastery – Every step increases the damage done by the
technique ends. spike by +1 (+5 max).
Empower – Spend 1 Chakra to produce additional At every even step allows for an additional spike to
spikes, each adds an additional 1d6, up to 1 per 2 levels target an additional target or the same target.
(max 4d6).
Mastery – Every odd step increases the damage for
SASHITOUSU (IMPALING STRIKE)
Taijutsu (Strike; Requires Bone Weapon (a)) [Kaguya
each set of spikes by +1 (+3 max).
Clan Hijutsu, Armed]
KOTSUYARI (BONE LANCE) Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC
Ninjutsu (Requires Teshi Sengan (t)) [Kaguya Clan 25); Time: 1 attack action; Components: M, F, Mas;
Hijutsu] Range: Melee Attack; Target: One creature; Duration:
Rank: 6 (B); Learn DC: 20, 4 successes; Perform: 8 (DC Instant (see text); Saving Throws: Fortitude partial; Cost:
21); Time: 1 attack action; Components: S, E; Range: 8.
Long; Target: One creature; Duration: Instant; Saving
The user makes a single attack with their held weapon
Throws: None; CR: None; Cost: 3.
against a single creature. If it hits, the attack deals
The user makes a ranged attack with their bone normal damage and ignores any damage reduction or
weapon and gains a +2 bonus to the attack roll. The hardness and causes the target to bleed for 1d6 points of
attack gains Kawarimi Defense 2, ignores all hardness damage each round for 1d4+2 rounds afterwards.
and up to 5 points of damage reduction. If it hits, the The bleeding can only be stopped by healing the
attack deals 2d8 points of piercing damage. subject for 1 or more hit points with a Ninjutsu
The attack cannot score a critical hit but deals an technique of the Medical subtype, or with a successful
additional 2 damage die on a natural roll of 20. Treat Injury check (DC is equal to the attack roll).
The attack deals double damage to unattended objects. Mastery – The first, third and fifth steps of mastery
Empower – The user can pay 1 chakra to increase the increase the bleed duration by 1 round.
damage by one die, up to her level or 10d8. The second step of mastery increases the bleed damage
The user gains a +1 bonus to the attack roll for every 2 to 1d8 (requires ECL 10).
chakra spent. The fourth step of mastery increases the bleed damage
The user can pay 5 chakra to change the range to 60 to 2d6 (requires ECL 12).
feet and target all creatures in 5-ft. wide line. Material Focus – The user's bone weapon.
The first target struck takes full damage, but any
creature afterwards takes only half damage. Use the first
TATE KINKOTSU (BONE BUCKLER)
Taijutsu (Enhancement; Requires Bone Armor (a))
attack roll against all targets in the line.
[Kaguya Clan Hijutsu]
KUMU KINKOTSU (FOOT PIN BONE SPIKE) Rank: 2 (C); Learn DC: 16, 3 successes; Perform: 3 (DC
Taijutsu (Strike; Requires Bone Weapon (a)) [Kaguya 13); Time: 1 attack action; Components: C, X (see text);
Clan Hijutsu] Range: Close; Target: Target(s); Duration: 2r/level; Save:
Rank: 3 (C); Learn DC: 16, 3 successes; Perform: 3 (DC None; Cost: 2.
16); Time: 1 attack action; Components: C, X (see text); When using this technique, the user forms a small
Range: Close; Target: Target(s); Duration: Instant; Save: buckler from their bones, on their forearm. This buckler
None; Cost: 1. provides a +1 AC shield bonus and has a Hardness of 10
The user when employing this technique may send a and HP of 10. The user is considered proficient with it.
bone spike from below their own body to shoot upward Mastery – Every odd step increases the shield’s
below their target to impale the user’s foot. The Hardness and HP by +2/4 respectively.
technique user must have at least one of their own feet The fifth step of mastery increases the shield’s AC
on solid ground. bonus by +1.
The user makes an attack roll, if successful the attack
deals 1d6 damage. The target also reduces their
TESHI SENGAN (TEN FINGER BULLETS)
Ninjutsu (Requires Bone Weapon (a))
movement speed by 20 ft. until the wound is treated
[Kaguya Clan Hijutsu]
properly (Treat Injury 15, or the damage it caused is
Rank: 5 (C); Learn DC: 18, 3 successes; Perform: 6 (DC Personal; Target: Self; Duration: 1 round/level
18); Time: Attack action; Components: C, Mob; Range: (D); Cost: 7.
50 ft.; Target: One or more creatures; Duration: Instant;
Using this technique, the user immediately creates two
Cost: 1.
bone weapons, one for each hand, that he can retract and
You fire bullets of bone from your fingers, up to five extend in his body freely as a move-equivalent action.
bullets per hand you have free. Each bullet is a ranged The weapons cannot be dropped and are part of his body,
attack with a bone weapon. It has a range of 50 ft, a therefore attacking them will harm the user, and can be
maximum range of 500 ft, Kawarimi Defense 1, and deals used for two-weapon fighting. In addition to the
1d6+1 piercing damage on hit. aforementioned effects, the technique also improves the
You do not suffer the normal penalties for creating a user's skill at bone manipulation.
bone weapon when using this technique, as the bone and Once per round when he is struck in melee with a
skin are instantly regenerated. hand-held weapon of Small size or smaller or unarmed
The Cost increases by 1 for each bullet fired beyond attack, he may spend 1 points of chakra to extend part of
the first. his bone structure and deal 1d6+1 points of piercing
damage to the attacker, whether the attack hit or not.
TETSUKI NO MAI (DANCE OF THE IRONWOOD) When the technique ends, the bone weapon return to
Taijutsu (Enhancement) (Requires Bone Armor (a),
the user's body.
Kamaratsu no Mai (4)) [Kaguya Clan Hijutsu]
Rank: 8 (A); Learn DC: 23, 4 successes; Perform: 11 (DC KINJUTSU TECHNIQUES
25); Time: 1 full-round action; Components: C, P, E; KOTSU BUNSHIN NO JUTSU (BONE CLONE TECHNIQUE)
Range: Personal; Target: You; Duration: 1 round / level Ninjutsu (Requires; Bone Armor (a)) [Kaguya Clan
(D); Saving Throws: Fortitude partial (see text); Cost: 10. Kinjutsu]
Rank: 6 (B); Learn DC: 20, 5 successes; Perform: 8 (DC
For the duration of the technique, the user gains a +5 21); Time: 1 full-round action; Components: C, S, E;
Natural Armor bonus to AC and DR 5 / dark iron and Range: 50 feet (see text); Effect: Duplicate(s) of the user;
chakra. Additionally, the user’s unarmed attacks are Duration: 1 minute/level (D); Saving Throws: None;
treated as Large Bone Weapons. Cost: 3 (base; see text).
Empower – The user can spend 1 chakra to increase
the damage reduction by 1 (max 10). This technique allows the user to remove some of her
bones and grow them into copies of herself. Creating a
TSUBAKI NO MAI (DANCE OF THE CAMELLIA) Kotsu Bunshin not only costs Chakra, but also divides
Taijutsu (Strike) [Kaguya Clan Hijutsu] the user's physical energy, which is why this technique
Rank: 7 (B); Learn DC: 21, 4 successes; Perform: 9 (DC is forbidden in the first place. For this reason, the user
22); Time: 1 full-attack action; Components: M, E; suffers 1d4 points of damage per clone created.
Range: Personal; Target: You; Duration: Instant plus 1 The user cannot control any other type of clone
round (see text); Saving Throws: None; Cost: 7. (including simple Bunshin) while using this technique.
The user makes a full-attack action with her bone A Kotsu Bunshin can be created in any square it could
weapon against any single creature, gaining an normally occupy within the technique’s range, but may
additional attack at her highest attack bonus with a -5 not stray further than 1 mile from the user, and may be
penalty as well as a +5 bonus on attack rolls made to created in any location that can hold it within 50 feet.
confirm critical hits. The user gains a +1 bonus to Reflex Once a clone reaches 0 hit points, strays too far from the
saves and +1 Dodge bonus to AC for 1 round afterwards. user, or the duration expires, it disappears in a puff of
Empower – For 2 points of chakra, the user can smoke. The clones count as though their Chakra Pool
increase the dodge bonus to Reflex saves and was half of the user’s current Chakra Pool for purposes
Defense by 1 (max. 2) of Sense Chakra.
While the user can replace destroyed clones by
YANAGI NO MAI (DANCE OF THE WILLOW) performing this technique multiple times, she cannot
Taijutsu (Enhancement) (Requires Bone Weapon (a)) control more than 1 Kotsu Bunshin per level; any
[Kaguya Clan Hijutsu] attempts to create additional clones beyond this limit
Rank: 6 (B); Learn DC: 20, 3 successes; Perform: 8 (DC automatically fail. The user can dismiss any number of
21); Time: 1 attack action; Components: C, Mas; Range: clones of her choice instead of simply dismissing them
all.
Although a Kotsu Bunshin is not capable of Rank: 9 (S); Learn DC: 25, 7 successes; Perform: 13 (DC
independent, sentient thought, it does share a one way 29); Time: 1 attack action; Components: C, P, M; Range:
mental bond with the user, and thus obeys the mental Personal; Target: You; Duration: Instant or 1
commands of the original to the letter. round/level; Saving Throws: None; CR: No; Cost: 14.
A Kotsu Bunshin is its own person and if caught in a
This extremely dangerous technique is considered the
Genjutsu, only the replica will be affected; not the user
fourth dance of the Kaguya style. It was forbidden for an
and/or the whole group of clones. Anything experienced
excellent reason by the fourth leader, Kaguya Chinmei,
by the clone will be remembered by the user when the
because in involves concentrating all of one's strength in
technique expires, but does not confer any extra
one place or pulling out one's spine. Only the most
experience or other similar benefits upon the user.
talented and gifted in the arts of the bloodline were ever
The clone is genuine flesh-and-blood and carries the
able to master the technique, anyway; the rest died in
same equipment as the user, except chakra dependent
attempting to learn it. When performing this technique,
items, poisons, and other chemicals. Any mastercraft
the user choses one of two modes to use the technique
bonuses are not carried over to the clone's equipment.
for:
Any items carried by the Kotsu Bunshin have only half
Vine: By pulling out his spine, the user is able to form
the hit points of the original and 0 hardness, and
a bone weapon of one size category larger than he, and
disappear along with the clone when it is dismissed or
that can be used both as a reach weapon that can expand
destroyed. A Kotsu Bunshin has 1 hit point per 2 levels
to allow him to reach enemies 15 feet away as well as
of the user, and shares the user’s Defense at a -4 penalty,
adjacent foes. The weapon can be used like both a spiked
the user’s saving throws at a -2 penalty, and the user’s
chain, whip, and a bone weapon, therefore bonus feats
attack bonus at a -3 penalty, although no clone can
and abilities that apply to either of the weapons apply to
attack more than three times per round. The clone also
the Vine. The weapon deals triple damage on a critical
shares all the user’s skills, feats, talents, and special
hit and will vanish normally (see Shikotsumyaku for
abilities. However, the clone does not gain any of the
details). Immediately upon using the technique in this
user’s templates, and they do not gain any bloodline
manner, the user must make a Fortitude save (DC 15) or
abilities beyond Bone Weapon and Bone Armor. A
become paralyzed for 1 minute and fatigued for 1 hour
clone does not benefit from any temporary bonuses the
afterwards. After using this technique, the character
user may currently have (such as Speed Ranks or
cannot pull out his spine in the same manner for 24
Tadayou).
hours.
A Kotsu Bunshin can perform any technique known
Flower: By concentrating all of his power into either
by the user of Rank 4 or lower, using the same skill
one of his arm, he is able to extract the thickest and most
modifier and skill threshold as the user. However, the
dense bone in his body. The weapon extracted counts as
clone cannot spend its own chakra on the technique and
a Colossal bone weapon that threatens a critical hit on a
must borrow from the user’s chakra pool to pay the cost.
natural roll of 18, 19 or 20. If the user was of Large size
Any drawbacks from a technique performed by a clone
when using this technique, it deals 5d6 points of piercing
affect both the clone performing it and the user. If a
damage instead of 4d6. The "flower" lasts for 1 round per
clone uses a technique to create additional Kotsu
level and, once it fades, will leave the arm it was used on
Bunshin, the additional clones are controlled by the user
crushed and unusable for 1 hour (see Shikotsumyaku for
and count against the user’s limit on the number of
details).
clones she can control. Although a clone can use
Mastery – Each even step of mastery adds an additional
techniques, it cannot perform any activities requiring
5 ft. when using Vine.
particular attention, such as Sense Chakra, detonating an
Each odd step of mastery lessens the Fortitude save by
Exploding Tag, or carrying a serious conversation.
1.
Empower – The user can create additional clones for 3
The fifth step mastery treats the user as Large size
additional chakra per clone (max 1/level).
when using Flower.
Mastery – Each odd step reduces a clone’s penalty to
The fifth step of mastery the user is no longer treated
Defense by 1. At the 5th step the a clone may use up to a
as fatigued when failing the Fortitude save.
rank 6 technique.

TESSENKA NO MAI (DANCE OF THE CLEMATIS)


Ninjutsu (Requires Bone Weapon (a) and Deathless (a))
[Kaguya Clan Kinjutsu]
TRAINING TECHNIQUES 16th Shitatchi +5
SHUUGYOU: KOKKAKU BUKIGURA (TRAINING: SKELETAL
17th —
ARSENAL)
Training (Ninjutsu) (Requires Bone Weapon (a)) 18th Innate Control
[Kaguya Clan Hijutsu] 19th —
Rank: 2 (C); Learn DC: 13, 3 successes. 20th Shitatchi +6, Chakra Funneling 4
The user can spend 1 chakra to receive a bonus equal
to her Dead Bone Pulse bonus when creating a bone SPECIAL INFORMATION
weapon to grant it one of the following abilities: A character that possesses this bloodline is unable to
The Bone Weapon applies its enhancement bonus to learn or perform techniques with an elemental
Trip attempts performed with the weapon. descriptor because he inherently lacks an elemental
The Bone Weapon applies its enhancement bonus to affinity. In addition, the character has no defined chakra
Disarm attempts performed with the weapon. coil system and thus cannot suffer chakra coil or
tenketsu damage. However, he must make a Chakra
Control check equal to the perform DC of any Chakra
SHITATCHI Control, Genjutsu, or Ninjutsu technique in order to
gather the chakra to perform it. Taijutsu techniques do
Hidden away in the Land of Fire rests the fabled
not require this check. Anyone who can See Chakra can
Myugan monk stronghold, a large fortress that houses
make a Spot check (DC 15) to see the character’s inner
the members of the legendary Myugan Clan. The clan is
chakra source. It appears as a center mass of swirling
renowned for its fluid style of martial arts known as Dao
energy that resides in the stomach area. Finally, the
Shi. This skilful style, combined with the clan’s rare
character gains the following bloodline traits.
bloodline, makes for a powerful combination the likes of
which has never been seen. SHITATCHI (SU)
The character can activate this ability as a swift action
REQUIREMENTS that does not provoke an attack of opportunity.
Skills: Chakra Control, Concentration and Taijutsu 4
Activating this ability causes the user’s inner chakra
ranks.
source to fill the character’s body, lining the edges of his
Elemental Affinity: Cannot possess an elemental affinity.
insides pushing outwards. While active, the Shitatchi
Feats: Advanced Bloodline (Shitatchi).
ability grants the character a bonus to defense and
TABLE: SHITATCHI BLOODLINE TRAITS Chakra Control checks.
Shitatchi In addition, a character with the Shitatchi ability
Level Intermediate active treats all Chakra Control techniques that deal
damage as if they were empowered with the Empower
1st Shitatchi +1
Technique feat (See Meta-chakra feats for more details).
2nd — This ability costs 3 points of chakra every 2 rounds to
3rd Harmony maintain. Deactivating this ability is a free action.
4th Shitatchi +2 BONUS FEATS
5th Chakra Funnelling 1 The character gains the Harmony feat at 3rd level
6th — provided the character fulfils the prerequisites. At 7th
and 14th level, the character gains Chakra Penetration
7th Chakra Penetration
and Greater Chakra Penetration respectively. And
8th Shitatchi +3 finally at 18th level, the character gains the Innate
9th — Control metachakra feat.
10th Chakra Funnelling 2 CHAKRA FUNNELLING (SU)
11th — While the Shitatchi ability is activated, when the
12th Shitatchi +4 character makes a successful unarmed attack, he may
make a Chakra Control check DC 20 + the target’s
13th —
Challenge Rating (CR). If the user succeeds, he can drain
14th Greater Chakra Penetration the opponent’s chakra and funnel it out through his own
15th Chakra Funnelling 3 body. The user drains 1d6 points of chakra, plus 1 per
Chakra Funnelling level (Up to 1d6+4). After draining action, and the user must have his eyes closed as long as
the chakra the user must make a Chakra Control check he is using this ability.
DC 20 (+ 1 per point of drained chakra) to force it back However, this comes with a weakness, while this is
out of his body or else suffer 1d4 points of damage per activated any technique that deals Sonic damage deafens
point of chakra drained. you for 1 round per damage die and all saves against
deafening and sonic attacks are increased by 5.

SONIC
REQUIREMENTS BLINDSIGHT
Elemental Affinity: Wind Through vibrations, acute hearing, and echolocation,
Ability Scores: Wisdom 16 the character maneuvers and fights as well as a sighted
Skills: Listen 4 ranks, Search or Spot 2 ranks creature. Invisibility and darkness are irrelevant. The
Feats: Advanced Bloodline (Sonic) ability’s range is specified in the characters’ descriptive
text. The character does not need to make Spot or Listen
TABLE: SONIC BLOODLINE TRAITS
checks to notice creatures within range of its Blindsight
Sonic ability unless otherwise noted.
Level Intermediate
SOUND AFFINITY
1st Enhanced Hearing, Blindsight (5 ft.) As the ninja's power increases her ability to
2nd Sound Affinity manipulate sound waves improves. each one can only be
3rd — chosen once unless otherwise stated.
Sound Mastery: This increases the Ninja's character
4th —
level by 1 for all Ninjutsu with the Sound descriptor.
5th Sound Affinity Increased Damage: This increases any damage from a
6th Blindsight (10 ft.) ninjutsu with the Sound descriptor by 1 extra die of the
7th — appropriate type.
Intense Sound Waves: This increases the DC by 1 for
8th Sound Affinity
all ninjutsu with the Sound descriptor.
9th —
Speed of Sound: Grants the user an additional swift
10th Perfect Hearing action the first time they choose this ability. The second
11th Sound Affinity, Blindsight (10 ft.) time it is selected they upgrade the additional action to
12th — a move action.
Keen Senses: Increase the range of Blindsight by 5 ft.
13th —
Sonic Boom (Requires Intense Sound Waves): You can
14th Sound Affinity change half your Sonic damage to Force damage.
15th — Selecting this a second time allows you to change all
16th Blindsight (15 ft.) Sonic to Force instead.
17th Sound Affinity PERFECT HEARING
18th — By spending an extra 5 chakra per round the character
can increase the range of his Blindsight granted to him
19th —
by this bloodline by 100%. This chakra cost is in place of
20th Sound Affinity, Blindsight (20 ft.) the normal cost of Enhanced Hearing. Activating and
deactivating this ability is a free action.
ENHANCED HEARING
Those select few of the sound village that have this
unique ability gain Blindsight, a bonus to Listen check
SOUL EATER
equal to half their character level and are able to make a
The Kuiarasu Clan from Hidden Sealed Hills is one of
listen check in place of spot checks, though spot
the most ancient clans in this hidden village. Its
penalties still apply. This ability costs 2 chakra every
members are feared because there are only two kinds of
other round to maintain, can be activated as a move
people in this clan, those who are skilled enough to
handle the cursed power granted by their heritage and
those who are not, being that last group tormented with body stores up to one unit plus one per two levels + the
visions from Yomi as payment for a long forgotten pact character’s Charisma Modifier, and once used the Soul
sealed with some underworld entity. Unit is spent. These Soul Units may be restored by the
All members of the clan are able to manifest the ritual Kumihosu no Jutsu created by Kuiarasu Clan to
powers from this bloodline, some of them at a higher absorb the last remaining essence from recently
degree, but only those who learn the ways to control the deceased human beings.
soul hunger are the ones who manage to keep their SOUL HUNGER (EX)
sanity. This condition shared by all the clan members gives
REQUIREMENTS them the need to "feed" from human souls in exchange
INTERMEDIATE to the capability to attain some special abilities. The
Ability Scores: Charisma 14 character needs to have a certain amount of Soul Units
Feats: Advanced Bloodline (Soul Eater) stored in his body, otherwise the hunger will haunt him.
MAJOR For every day the character spends without any Soul
Ability Scores: Charisma 16 Units stored in his body, he must make a Will save (DC
Feats: Advanced Bloodline (Soul Eater), Genius Ninja 10, +1 for every day in this condition), or receive 1d3
points of temporary Wisdom damage. This condition
TABLE: SOUL EATER BLOODLINE TRAITS
first manifests when the character uses for the first time
Soul Eater Soul Eater one of their Soul Units, until then Soul Hunger does not
Level Intermediate Major manifest itself.
Soul Eater, Soul Soul Eater, Soul
FEAR AURA (SP)
1st Hunger Hunger
Through the usage of the souls trapped within his body
2nd — — the Kuiarasu clan members can evoke the essence of the
3rd Fear Aura 5 ft. Fear Aura 5 ft. Underworld to torment their enemies. The character can
4th Soul Vitality 1d6 Soul Vitality 2d6 activate this ability by expending 1 Soul Unit as an attack
action that does not provoke an attack of opportunity.
5th — —
All creatures caught in the area of effect must make a
6th Fear Aura 10 ft. Fear Aura 10 ft. Will save (DC 10 + 1/2 character level + Charisma
7th Leech Life 1d4 Leech Life 1d4 Modifier) or become shaken for the duration of this
8th Soul Vitality 2d6 Soul Vitality 4d6 ability, if the save is failed by 10 or more, they are instead
9th Fear Aura 15 ft. Fear Aura 20 ft. panicked. Kuiarasu Clan members with more hit dice are
immune to this ability.
10th — —
11th Demonic Subtype Demonic Subtype
SOUL VITALITY (SU)
At this level the Kuiarasu clan members learn how to
Fear Aura 20 ft., Soul Fear Aura 40 ft., Soul
revitalize their bodies using the soul energy previously
12th Vitality 3d6 Vitality 6d6
absorbed. The character can activate this ability by
13th — Leech Life 2d4 expending 1 Soul Unit per d6 up to the max indicated on
14th Leech Life 2d4 — the table they wish to heal as a attack action that does
15th Fear Aura 40 ft. Fear Aura 60 ft. not provoke an attack of opportunity. This ability
functions twice per encounter.
16th Soul Vitality 4d6 Soul Vitality 8d6
17th — —
LEECH LIFE (SU)
Some clan members use this ability as a last resort to
18th Fear Aura 60 ft. Fear Aura 80 ft. absorb part of a living person's soul, and only under dire
19th — Leech Life 3d4 circumstances, others just use it. The character can
20th Soul Vitality 5d6 Soul Vitality 10d6 activate this ability by expending 1 Action Point as a
move action that does not provoke an attack of
SOUL EATER (EX) opportunity. This ability lasts 1 round per two character
The members of the Kuiarasu Clan have a special bond levels, and while active, the user can make a touch attack
with Yomi, the Underworld, they use this special against a humanoid creature to drain from it a certain
connection to store soul energy from other human amount of Chakra Points (the user does not gain said
beings to use it to fuel their dark powers. The character amount of chakra). The touch attack does damage based
uses a number of Soul Units stored in his body. The user’s
on the chart, treat the attack as chakra enhanced for the this comes at a cost as over-active muscular action tears
purpose of Damage Reduction. For every 4 points apart the user's body.
drained, the user gains 1 Soul Unit, if the damage would REQUIREMENTS
be reduced for any reason such as Damage Reduction the Ability Scores: Wisdom 14.
user does not gain any Soul Units. Skills: Chakra Control 3 ranks.
Feats: Advanced Bloodline (Tokeidome)
SOUL EATER FEATS
DEMONIC SUBTYPE (EX) TABLE: TOKEIDOME BLOODLINE TRAITS
The true demonic nature of Kuiarasu clan bloodline
Tokeidome
manifests itself at this level, when the real source of their
Level Intermediate
power is revealed and the bonds with Yomi are
1st Treat Injury +2
tightened. The character gains Demonic Subtype.
2nd Supercharge I
ENHANCED LEECH LIFE
3rd —
Prerequisite: Leech Life 1d4
Benefit: You may add your Charisma Modifier to the 4th —
attack and damage roll for your Leech Life ability. 5th Supercharge II

DEMONIC REACH 6th Minor Charge (5)


Prerequisite: Leech Life 1d4, Demonic Subtype 7th Treat Injury +4
Benefit: You may make ranged touch attacks with 8th Supercharge III
your Leech Life ability, the range is 20 ft.
9th —
Normal: Normally you may only make melee touch
attacks with the Leech Life ability. 10th —
11th Supercharge IV
12th Minor Charge (10)
SYMBIOTE 13th Treat Injury +6

SYMBIOTE FEATS 14th Supercharge V


15th —
RAPID REPRODUCTION 16th —
Prerequisite: Symbiote
Benefit: The character’s spawns respawn in half the 17th Supercharge VI
normal time, with a minimum of a day. 18th Minor Charge (15)

SKILLED SWARM 19th —


Prerequisite: Symbiote, Int 16 20th Supercharge VII
Benefit: The character’s swarms are more skilled than
typical swarms, they gain 4 skill points every time the
SUPERCHARGE (SU)
By dumping excess chakra, the user is able to move at
Symbiote gains a level and a feat every time the
an inhuman level of speed. This ability is activated as a
Symbiote gains 4 levels.
swift action by expending 8 points of Chakra that cannot
Normal: A symbiotic swarm gains 2 skill points every
be converted to damage. The technique seems to make
time the Symbiote gains a level and a feat every time the
time cease to flow for everyone but the user. In fact, the
Symbiote gains 6 levels.
user speeds up so greatly that all other creatures seem
frozen, though they are actually still moving at their
TOKEIDOME normal speeds. The user is free to act for 1 round of
apparent time. During that time, you can still be
This technique comes from a clan of doctors devoted damaged by any environmental effect you move through
to the medical arts and their unwillingness to let any (or happen to be standing on). Any effect or damage
patient die. For a scant few seconds the wielder of this from techniques or attacks to other creatures during that
awesome bloodline can move at supernatural speeds by round is delayed until the duration of the time stop effect
supercharging his muscles with chakra. Unfortunately, ends.
At the end of the time stop effect's duration the user 13th Keen Sight +3
suffers 1d4 points of temporary Strength and Dexterity 14th —
damage from the over-stimulation of his muscles.
15th —
At level 5, and every 3 levels thereafter, the effect
increases according to the following list: 1d2, 1d3, 1d4, 16th Toushigan +3
1d4+1, 1d6, 1d6+1. 17th Keen Sight +4
MINOR CHARGE (SU) 18th Blood Thirsty Eye (3d6)
As time goes on, a Tokeidome user becomes more and 19th —
more efficient with his Supercharge ability. As a free
20th —
action, the user may activate an effect that replicates the
spell Haste for a number of rounds equal to the number
in parenthesis. Each round of Haste costs 2 points of TOUSHIGAN (SU)
chakra that cannot be converted to damage. The user The character can activate this bloodline ability as a
regains his daily Haste rounds by resting for 8 hours. move-equivalent action that does not provoke an attack
of opportunity. This ability costs 2 points of Chakra that
TREAT INJURY (EX) can't be converted every 2 rounds to maintain.
The character gains a bonus to Treat Injury checks
While the Toushigan is active, the user gains an insight
equal to the amount listed.
bonus to attack and damage rolls equal to the given
number. The user also gains a resistance bonus to Will
TOUSHIGAN [DOUJUTSU] saves against Genjutsu and Ninjutsu, and an insight
bonus to identify Genjutsu and Ninjutsu techniques.
A horrific medical experiment by Sunagakure in an As an attack action that does not provoke an attack of
attempt to create a true rival to Konohagakure's opportunity the user may gain See Through Chakra for
Sharingan led to the creation of this bloodline. On its a number of rounds equal to her wisdom modifier.
own, the Toushigan is capable of seeing through most Deactivating this ability is a free action.
solid matter like most normal humans see through thin As a full-round action that does provoke an attack of
silk. the Toushigan is better known as the "Assassin's opportunity, the user may see through up to 2 feet of
Eye" due to its ability to find a target no matter where it wood or a similarly dense material, 1 foot of iron or
hides and strike with fatal blows. similarly dense material, or ten feet of mist or similarly
dense material per four character levels. A character
REQUIREMENTS
Ability Scores: Wisdom 14 using this ability negates any cover or concealment
Skills: Spot 2 ranks, Search 2 ranks granted by any interposing material.
Feats: Advanced Bloodline (Toushigan) KEEN SIGHT (EX)
The character gains an insight bonus to Spot, Search,
TABLE: TOUSHIGAN BLOODLINE TRAITS
and Initiative checks equal to the given number as long
Toushigan as her Toushigan is active.
Level Minor
BLOOD THIRSTY EYE (SU)
1st Toushigan +1 The character gains an amount of Sneak Attack dice
2nd — that stack with any Sneak Attack dice given by class
3rd Keen Sight +1 levels equal to the number given while her Toushigan is
4th — active.

5th — TOUSHIGAN FEATS


6th Blood Thirsty Eye (1d6)
BATTLE-READY (TOUSHIGAN) [META-CHAKRA]
7th —
You are quick in activating your Toushigan during
8th Keen Sight +2 battle.
9th Toushigan +2 Prerequisite: Advanced Bloodline (Toushigan);
10th — Toushigan +1; Bloodthirsty Eye (1d6)
Benefit: The character may spend 1 meta-chakra
11th —
charge to activate the Toushigan ability as a swift action.
12th Blood Thirsty Eye (2d6)
DEAD MAN'S EYE succeed this save each round until either the rage takes
Your training with your Toushigan has made striking effect, combat ends, or the character falls unconscious or
internal organs second nature. dies. During the frenzy, the character’s body goes
Prerequisite: Bloodthirsty Eye (2d6) through several changes. His size category increases by
Benefit: The character gains an additional 1d6 Sneak 1, and he gains a temporary +4 bonus to Strength and a
Attack damage when using his Bloodthirsty Eye ability. +2 bonus to Constitution. He also gains a +10 bonus to
LEGACY OF SHUKAKU his base movement speed.
Your Toushigan morphs to match the pupil of However, he suffers a temporary -2 penalty to
Shukaku. It strikes powerful fear in your foes. Dexterity, Intelligence, Wisdom and Charisma. The
Prerequisite: Dead Man's Eye; Toushigan (+3) character cannot perform actions that require
Benefit: The character gains a Gaze attack usable only concentration nor can he perform techniques. Any
while the Toushigan ability is active. As a full-round suppressed Speed and Strength ranks the user possesses
action the user may project a 30ft aura extending from become active and cannot be suppressed until the
the user's square that forces a Will Save (DC equal to accursed rage ends. The character will attack the most
10+1/2 Character Level + Charisma Modifier) from any notable threat, but may attack allies if no other entities
creature that can see the character's eyes. Any creature are present during the frenzy. The Accursed Rage lasts
that fails this will save is Shaken for 1d4+1 minutes. If a 2d6 rounds or until the character’s hit points fall below
creature is already Shaken, then it becomes Frightened. 0. When the rage ends regardless of his current hit points
If a creature is already Frightened, then it becomes or chakra pool, the character will fall unconscious until
Panicked. This ability is a Fear effect and has no effect awoken or healed (minimum 1 minute).
on blind creatures. VIRUS STRAIN
The abilities from this subtype are directly granted by
the strain of virus from The Scar that plagues the Five
UIRUSU KABU (TEMPLATE) Great Nations. However, there is a drawback to having
this virus housed in your system. The character affected
The plagued lands of the Five Great Nations holds a
by this virus, while greatly enhanced at times, will often
virus that science at this point cannot even comprehend.
seem fatigued. He recovers chakra at half the normal rate
It has left all life in the area devastated, and the humans
per 8 hours of sleep. In addition, his life expectancy
were transformed into zombie-like beings that have
decreases by 25 years due to the virus slowly eating at
enhanced strength but no intelligence. However, some
his body and mind. Finally, once per day, the character
children born to virus-bearing parents have started
must succeed a Fortitude save (DC 15) or else suffer 4
showing signs of a genetic mutation; one that only
points of temporary Constitution damage.
surfaces in times of turbulent strife.
OVERWHELMING PRESENCE
Type: Base creature’s type remains unchanged, but gains While the character is enveloped in rage, his chakra
Mutant subtype. signature goes through the roof and his appearance
Hit Dice: The character gains an additional 2 hit points becomes frightening to say the least. Anyone within 30
per level. feet of the character must make a Will save (DC 18) or
Abilities: See below. else become shaken for the duration of the frenzy.
Saves: See below.
Skills: +1 to all Strength-based skill checks. -1 to all
Concentration checks. UZUMAKI (TEMPLATE)
Feats: The character gains the Improved Chakra Pool
feat two times for free. Those with Uzumaki blood are said to be a distant
Special Qualities: Accursed Rage, Virus Strain, branch of the mighty Senju clan, and as such they have
Overwhelming Presence. been blessed with an incredible life force.
Level Adjustment: +2
Ability Scores: +2 Constitution
Challenge Rating: +1
Saves: None
ACCURSED RAGE Skills: The character gains a +1 bonus to Chakra Control
If the character falls below 25% of his maximum hit checks to tap reserves.
points, he instantly blacks out and goes into a blinding Special Qualities: Overwhelming Chakra
frenzy unless he succeeds a Will save (DC 25). He must Level Adjustment: +1
OVERWHELMING CHAKRA (SU) weapon 5 SP. Doing so successfully allows the user to
An Uzumaki character is granted an immediate 5 enter the Synchronized state. In this mode and for a
points of bonus chakra to his chakra pool at 1st level and number of rounds equal to the user’s Wisdom modifier,
2 additional points to his chakra pool and reserves each the player sees their Ability Modifiers temporarily
level after. increased by an amount equal to their weapon’s
modifiers, +10 temporary chakra and the weapon’s base
WEAPON TECHNICIAN (TEMPLATE) saves are added to the users. In addition, the weapon
Somewhere in the world, lies an academy that trains becomes a chakra enhanced weapon and gains use of its
its students to be masters of weapons and combat. These special ability (created by the player at character
Weapon Technicians are assigned a partner, a weapon creation). The character can only spend a total
with an actual human form that accompanies them on number of rounds in this state per day equal to their
their quest to purify souls and to create the ultimate Level + Wisdom modifier. At the end of the ability’s
weapon – a Death Scythe. duration, the character and weapon must succeed a DC
15 Fortitude save or become exhausted until properly
Special Qualities: Partner rested.
Character Level Adjustment: +1
SOUL EATER (SU)
Partner: The character begins play with their weapon of
Whenever a creature is slain, it leaves behind its
choice, a partner, who will accompany them on their
essence. A weapon feeds on this substance and
adventure. The two connect on a truly spiritual level, a
uses it to grow stronger. As a full round action, the
bond that is difficult to break.
weapon will devour the soul of its victim healing 1d10
The weapon is a loyal companion that accompanies hit points.
the character as he executes missions, offering aid in A character that has had its soul eaten cannot be
combat and non-combat situations as well as moral revived by any means. A weapon that has devoured 99
support when needed. As the character advances in Souls and 1 of a character at least ECL 15 (for a total of
level, the weapon’s power increases as described below. 100), becomes a Death Scythe. The weapon immediately
If the partner dies, a new one can be acquired, but will gains enough experience to make it equal with its master
need to be trained with continuously, 8 hours a day, for and its enhancement bonuses are doubled. A master of a
10 days per total level or hit dice of the character Death Scythe has its ECL increased by an additional +1.
(maximum 210 days). A partner still benefits the ability A character wielding a Death Scythe adds its
score increase every 4 hit dice it gains, and their Chakra enhancement bonus as a deflection bonus to defense and
Pool is the same as that of a Heroic, non-shinobi. a morale bonus to saves. The Death Scythe is also
A partner is treated as a NPC that is always 2 levels lower considered an epic weapon for the purpose of bypassing
than its master (minimum level 1). Its ability scores, skill damage reduction.
points, etc are created as if the character was a NPC.
As a standard action and at will, the weapon can
transform between its human and weapon form. For
YOMI NO KOUJIN
every 4 hit die the weapon possesses, its enhancement
The Yomi no Koujin bloodline is from Hidden Sealed
bonus increases by +1. This bonus carries over to attacks
Hills, a gray and gloomy place lost somewhere between
made while in its human form. Additionally, as a swift
Earth and Wind Countries. This village is known to be
action, the character can transform any part of its body
the place where the underworld (or Yomi the realm of
into part of its weapon form; i.e. a partner could turn its
death) is connected to our world by a long-time-ago
arm into a sword blade. While a partner is a loyal friend,
sealed gateway.
it does have a mind of its own and might not always be
One of the greatest clans in this village developed
willing to perform a task if
centuries ago, a way to partially enter the underworld,
it would disagree with its own moral compass.
they are known as the Ghost Clan.
Allegiances for the weapon are chosen at creation.
Soul Resonance (Ex): Through use of this ability, the REQUIREMENTS
MINOR
weapon and master can attempt to synchronize their
Ability Scores: Wisdom 13
soul wavelengths. Doing so requires a Chakra Control
check (DC 30) that must be achieved by the combined INTERMEDIATE
efforts of master and weapon and costs the user and Ability Scores: Constitution 13, Wisdom 15
This ability grants the character some kind of lesser
fortification for being one step closer to the undeath.
This means that every time the character receives a
critical hit, a sneak attack, non-lethal damage, or the
fatigued or exhausted conditions there is a 25% chance
that those conditions take no effect at all.
The drawback of this ability is that for the time it is
TABLE: YOMI NO KOUJIN BLOODLINE TRAITS
active the character is unaffected by medical jutsus, and
Yomi no Koujin chemical made pills stop working in his body.
Level Yomi no Koujin Minor Intermediate All other abilities granted by this bloodline can only
1st — — be used if the Kawasu (Koudo Kawasu, or Dai Kawasu) is
Kawasu, Resistances also active.
2nd — 1 The activation cost of this ability is as follows:
3rd Kawasu, Resistances 1 Phasing Defense +1 1 point of temporary Constitution damage, for a duration
of 1 round per level.
4th Phasing Defense +1 Ghostly Phasing 5
2 points of temporary Constitution damage, for a
5th Ghostly Phasing 5 — duration of 1 minute per level.
6th — Resistances 2 3 points of temporary Constitution damage, for a
7th — Phasing Defense +2 duration of 1 hour per level.
8th Resistances 2 Ghostly Phasing 10 Every time the character activates the ability, he may
choose how much Constitution damage would he
9th Phasing Defense +2 —
sacrifice (and therefore, how much time it would last) in
Resistances 3, Koudo order to make said activation possible.
10th Ghostly Phasing 10 Kawasu
The character may dismiss this ability as a free action
11th — Phasing Defense +3 that does not provoke an attack of opportunity.
12th — Ghostly Phasing 15 KOUDO KAWASU (ADVANCED SIDESTEP) (SU)
Resistances 3, Koudo The same as Sidestep but gains grater fortification,
13th Kawasu — now has a 50% chance of being unaffected by the stated
14th Phasing Defense +3 Resistances 4 conditions.
15th Ghostly Phasing 15 Phasing Defense +4 DAI KAWASU (GREATER SIDESTEP) (SU)
16th — Ghostly Phasing 20 The same as the previous one but now gains immunity
against the stated conditions.
17th — —
Resistance 5, Dai RESISTANCES (EX)
18th Resistances 4 Kawasu The character gains Resistance to cold and electric
jutsus and effects, as well as a bonus to saves against
19th Phasing Defense +4 Phasing Defense +5
poisons and genjutsu by the number stated in the table.
20th Ghostly Phasing 20 Ghostly Phasing 25
PHASING DEFENSE BONUS (EX)
The character can use in a limited way his Phasing
KAWASU (SIDESTEP) (SU) ability to dodge incoming attacks. This ability is active
At this level the character begins to adapt his body and as long Sidestep is active, and has no additional cost, but
spirit to enter the realm of the dead, the underworld also the character can dismiss it freely as a swift action. The
known as Yomi, in the process the life within his body bonus granted is an Inherent bonus that depends on the
starts to fade, his appearance resembles that of an un- character’s level (see table).
dead, with the skin turning death-like pale and his eyes
GHOSTLY PHASING (SU)
dark as consumed by the abyss. For the duration of this
At this stage the character can finally have limited
ability, the character gains a +2 Circumstance Bonus to
access to the underworld, a realm that is superposed to
all intimidate Checks, but a -4 Penalty from the same
ours but not tied to its physical laws, a world filled with
source to all other Charisma based social related checks
unspeakable horrors, the destination point of all grieving
(Genjutsu being the exception).
souls that have left behind their physical shell. When
this ability is activated the character becomes
Incorporeal and his body assumes a ghostly appearance
to all viewers. While in this condition the character may
only move at base speed, but he may do so in any desired
direction (even through solid objects) without leaving
any marks or his scent behind, and without the need of
breathing.
Every time the character comes back from Yomi, the
underworld, he must make a Will save because of the
countless horrors he witnessed in that place. The DC for
this save is 15 + 1 for every 10 minutes the character
spends in Yomi (minimum DC 15). If the check fails, the
character is shaken for 1d4 rounds, if it is failed by 5 or
more is frightened for 1d4 minutes, and if it is failed by
10 or more he is panicked for 1d4 hours.
Activation of this ability takes a movement action that
does not provoke an attack of opportunity, and the
character receives 1 point of temporary Strength damage
to pay the cost of his trip.

YOMI NO KOUJIN FEATS


UNDERWORLD MANIFESTATION
Prerequisite: Character level 8th, Yomi no Koujin
Bloodline.
Benefit: While his Ghostly Phasing ability is active,
the character may, as a movement action that does not
provoke an attack of opportunity, become corporeal
once again for the duration of that round without
dismissing his Phasing ability.
Normal: The character is incorporeal and cannot
physically interact with others while the duration of his
Phasing ability.
BLOODLINE AND TEMPLATE CLASSES
TABLE: THE AKMICHI MASTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +0 +0 Akimichi Secret +1 +0
2nd +1 +2 +0 +0 Bonus Feat +2 +0
3rd +2 +2 +1 +1 Akimichi Secret +2 +1

AKIMICHI MASTER again the side effects of Akimichi Food Pills and
Akimichi Clan of Hidden Leaf is not widely known Akimichi Hijutsu.
across the world. But they are a powerful clan from that Akimichi Resilience: The Akimichi gains Damage
village, having mastered a great array of size-increasing Reduction 2/- while under the effects of any Akimichi
techniques and highly powerful chemicals to increase Hijutsu that increases size (Such as Baika no Jutsu). Said
their power even more. Damage Reduction stacks with other sources of Damage
Reduction
REQUIREMENTS Greater Akimichi Toughness (Require any other
Skills: Taijutsu 6 ranks, Ninjutsu 6 ranks ability from the list): The Akimichi receives a bonus of
Feats: Akimichi Toughness. +1 hit point for each HD he currently has, and one more
for each level he gains.
Techniques: At least one Akimichi Hijutsu. Hijutsu Mastery: The character receives a bonus of +1
Special: Must be a member of Akimichi Clan. to learn, and +2 to perform and convert Akimichi
CLASS INFORMATION Hijutsu (Such as Baika no Jutsu to hit points).
Tough Skin: The character receives a Natural Armor
Hit Die: d10 bonus of +1. This ability can be taken a second time,
Action Points: 6 + ½ character level, rounded down. increasing the bonus to +2.
CLASS SKILLS Advanced Armor Proficiency: Choose a type of armor
The Akimichi Master's class skills are Chakra Control on which the character is proficient (Light, Medium,
(Wis), Concentration (Con), Craft (Chemical), etc.). From now on, the armor penalty for wearing that
Intimidate (Cha), Jump (Str), Knowledge (ninja lore) kind of armor is reduced by 1, and the maximum
(Int), Ninjutsu (Int), Profession (Wis), Read Language dexterity bonus of that kind of armor is increased by 1.
(None), Search (Int), Speak Language (None), Taijutsu BONUS FEAT
(Str). At 2th level, the Akimichi Master gets a bonus feat.
Skill Points: 3 + Int modifier. The bonus feat must be selected from the following list,
CLASS FEATURES and the Akimichi Master must meet all the prerequisites
AKIMICHI SECRET of the feat to select it. Armor Proficiency, Genin,
The character can choose one ability from that list Chuunin, Jounin, Power Attack, Toughness, Archaic
every time he gains this ability. The ability can't be Weapon Proficiency, Technique Focus (Akimichi
chosen twice unless specified. This ability is gained on Hijutsu only).
1st and 3rd level of Akimichi Master.
Akimichi Fortitude: The Akimichi gains a bonus of +1
in all fortitude saves, and an extra bonus of +2 to resist
TABLE: THE BULWARK
Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +0 +1 Indomitable, Best Defense +2 +1 +0
2nd +2 +3 +0 +2 Bonus Feat, Best Defense +4 +2 +0
3rd +3 +3 +1 +2 Bulwark, Best Defense +6 +2 +1

BULWARK condition that he has failed to save before, adding the


The Bulwark hones his bloodline to perfection, result of the action point as a bonus to the roll. If
showing almost no weak points to his enemy at all. someone from the user's first two allegiance groups are
in serious danger (at GM's discretion), the action point
REQUIREMENTS bonus doubles.
Base Attack Bonus: +3 BEST DEFENSE
Skills: Taijutsu 8 ranks, Ninjutsu 8 ranks The Bulwark gains his Constitution to his damage,
Feats: Advanced Bloodline (Fortify), Harm's Way, Great with a cap of +2 per Bulwark level.
Fortitude or Empowered Resilience
BONUS FEAT
CLASS INFORMATION Choose a feat from among the following, for which
Hit Die: d12 you must meet any prerequisites: Advanced Combat
Action Points: 6 + ½ character level, rounded down. Martial Arts, Alertness, Athletic, Brawl, Confident,
Defensive Martial Arts, Dodge, Empowered Resilience,
CLASS SKILLS Endurance, Genin, Great Fortitude, Improved Brawl,
The Bulwark's class skills are Climb (Str), Concentration Improved Bull Rush, Improved Chakra Pool, Improved
(Con), Craft (mechanical, structural) (Int), Drive (Dex), Combat Martial Arts, Improved Feint, Knockout Punch,
Intimidate (Cha), Knowledge (current events, popular Nin Weapons Proficiency, Power Attack, Retrieval
culture, streetwise) (Int), Profession (Wis), Read/Write Expert, Streetfighting, Taijutsu Adept, Talented Shinobi,
Language (none), Ride (Dex), Speak Language (none), Toughness, Training, Vehicle Expert
Spot (Wis), and Survival (Wis)
BULWARK
Skill Points: 3 + Int modifier.
The Bulwark gains 25% Fortification, and a +4 saving
CLASS FEATURES throw bonus against death effects and Massive Damage
INDOMITABLE saves.
The Bulwark can spend an action point to reroll a
saving throw against any ongoing jutsu, effect or
TABLE: THE CLAIRVOYANT ASSASSIN
Level BaB Fort Ref Will Special Def Rep
1st +1 +0 +0 +1 Vengeful Assassin +0 +0
2nd +2 +0 +0 +2 Cloaked in Darkness +1 +0
3rd +3 +1 +1 +2 Blade in the Night +1 +0

CLAIRVOYANT ASSASSIN CLASS FEATURES


To master the Toushigan is to master the art of murder.
VENGEFUL ASSASSIN
A Clairvoyant Assassin of this level adds the following
It is a bloodline with a purpose mired in death, and the
bonus feats to any bonus feat list: Battle Ready
ability to kill is intrinsic to its value; and by proxy the
Toushigan; Dead Man's Eye; Legacy of Shukaku.
value of its owner. An Assassin learns to turn the
Assassin's Eye into not just a tool, but an instrument of CLOAKED IN DARKNESS
death. A Clairvoyant Assassin of this level gains the ability to,
as an attack action that costs 4 points of chakra that
REQUIREMENTS cannot be converted, to cloak himself in shadows. The
Base Attack Bonus: +3 Assassin gains a 20% miss chance versus ranged attacks
Special: Bloodthirsty Eye (1d6) and a +4 bonus to Hide checks as long as he concentrates
CLASS INFORMATION (up to 1 minute/level).

Hit Die: d6 BLADE IN THE NIGHT


Action Points: 6 + ½ character level, rounded down. A Clairvoyant Assassin may add his Intelligence bonus
to damage rolls made with melee attacks while his
CLASS SKILLS Toushigan is active. Further, any time he or she makes a
The Clairvoyant Assassin’s class skills are Balance (Dex),
successful sneak attack he or she may, as a free action
Craft (mechanical) (Int), Drive (Dex), Escape Artist
that provokes no attack of opportunity, reduce the sneak
(Dex), Genjutsu (Cha), Hide (Dex), Knowledge (current
attack dice by 1 die per character level up to a maximum
events, ninja lore, popular culture, streetwise) (Int),
equal to their Dexterity Modifier. The target of this
Move Silently (Dex), Pilot (Dex), Profession (Wis),
ability takes a penalty to Armor Class and Attacks equal
Read/Write Language (none), Ride (Dex), Sleight of
to the number of dice lost using this method. The
Hand (Dex), Speak Language (none), Taijutsu (Str) and
penalty from this ability lasts for a number of rounds
Tumble (Dex).
equal to 1/2 the number of dice lost using this method.
Skill Points: 5 + Int Modifier
TABLE: THE INUZUKA BEASTMASTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +1 +0 Animal Stunt +1 +0
2nd +1 +2 +2 +0 Bonus Feat +1 +0
3rd +2 +2 +2 +1 Animal Stunt +2 +1

INUZUKA BEASTMASTER Improved Flank: The bonus to attack rolls when the
The ninja of the Inuzuka clan of Hidden Leaf are character flanks an enemy with his animal companion is
shinobi that rely on their friendship to canine increased by +1 (Total of +3).
companions. This clan created many fearsome Animal Sneak Attack: The animal companion gains
techniques, such as Tsuuga and Garouga. Inuzuka the Sneak Attack ability (+1d6). This ability can be
Beastmasters know how to teach their companions chosen twice. It's effects stack.
amazing tricks and combat tactics that other animal Inuzuka Technique Focus: The animal companion
clans can only dream of. gains a bonus of +2 in Ninjutsu and Taijutsu checks to
perform any Inuzuka Hijutsu, and the DC of said
REQUIREMENTS techniques is increased by +1.
Base Attack Bonus: +2 Animal Swiftness: The animal companion receives a
Skills: Handle Animal 6 rank, Ninjutsu 3 ranks. bonus of +2 to its dexterity score.
Feats: Moujuu Aishou, Animal Bond. Animal Brutality: The animal companion receives a
Techniques: At least one Inuzuka Hijutsu. bonus of +2 to its strength score.
Special: Must be a member of Inuzuka clan. Tough Hide: The animal companion receives a bonus
CLASS INFORMATION of +2 to its natural armor. This ability can be taken twice.
Its effects stack.
Hit Die: d8 Animal Companion Bonus Feat: The animal
Action Points: 6 + ½ character level, rounded down. companion gets a bonus feat. The bonus fat must be
CLASS SKILLS selected from the following list, and the animal
companion must meet all the prerequisites of the feat to
The Inuzuka Beastmaster's class skills are Balance (Dex),
select it. Improved Natural Armor, Improved Natural
Craft (Mechanical), Handle Animal (Cha), Hide (Dex),
Attack, Dodge, Toughness, Power Attack, Improved Bull
Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently
Rush. Bonus Feat
(Dex), Ninjutsu (Int), Spot (Wis), Survival (Wis),
Choose a feat from among the following, for which
Taijutsu (Str), Tumble (Dex).
you must meet any prerequisites: Animal Bond, Armor
Skill Points: 3 + Int modifier.
Proficiency, Blood Pact (Dog only), Genin, Improved
CLASS FEATURES Chakra Pool, Chuunin, Jounin, Technique Focus
ANIMAL STUNT (Inuzuka Hijutsu only).
Choose one of the following Talents. A Talent cannot
be chosen twice unless specified.
KAGUYA MARAUDER Skill Points: 3 + Int modifier.
Before being wiped out by the Mist, the Kaguya clan CLASS FEATURES
had some of the most bloodthirsty and battle lover BONE ARMORY
warriors of the five great countries. The sight of a group The character may now use their Bone Weapon and
of Kaguya Marauders in the horizon always brings the Bone Armor abilities to create a wider variety of
promise of battle and carnage… and fear. weapons and protection.
REQUIREMENTS Weapons: All Bone Weapons deal additional damage
equal to their Kaguya Marauder level, as well as have a
Base Attack Bonus: +3
critical threat range of 18-20/x2. The user gains Weapon
Skills: Taijutsu 6 ranks, Intimidate 3 ranks.
Focus which applies to all their Bone Weapons.
Feats: Advanced Bloodline (Shikotsumyaku).
Armor: As a full round action the user may also create
Special: Must be a member of the Kaguya Clan.
bone armor that functions as normal armor of its type.
CLASS INFORMATION When the user can create Small Bone weapons they may
Hit Die: d10 make bone armor that grants them +2 Natural Armor, at
Action Points: 6 + ½ character level, rounded down. Medium Bone weapons the user may create bone armor
that grants +4 Natural Armor, and at Large Bone
CLASS SKILLS weapons the user can create bone armor that grants +6
The Kaguya Marauder's class skills are Balance (Dex), Natural Armor. This ability costs 4 chakra for each
Chakra Control (Wis), Climb, Intimidate (Cha), Jump category and lasts for the same amount of time as a Bone
(Str), Knowledge (ninja lore, tactics) (Int), Listen (Wis), Weapon.
Ninjutsu (Int), Profession (Wis), Spot (Wis), Survival
(Wis), Swim (Str), Taijutsu (Str), Tumble (Dex).
TABLE: THE KAGUYA MARAUDER
Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +0 +0 Bone Armory, Marauder Talent +1 +0
2nd +2 +3 +0 +0 Bonus Feat +1 +0
3rd +3 +3 +1 +1 Marauder Talent +2 +0

MARAUDER TALENT if he makes a full-attack action, gains a single extra attack


Choose one of the following Talents. A Talent cannot each around at his highest attack bonus (This effect is
be chosen twice unless specified. not cumulative with other effects that grant extra
Battle Lover: Any time the character faces a attacks). However, he also takes a -4 penalty to Defense
significantly more powerful and dangerous opponent and takes 2 points of damage per round (or 2 points of
than himself (at least 2 levels higher) or when fighting non-lethal damage under the cumulative non-lethal
in a battle with at least twice the number of enemies damage rules). A frenzy lasts for a number of rounds
than the number of allies (including himself), he gains a equal to 4 + the Kaguya Marauder's Constitution
bonus of +2 to attack and damage rolls until the end of modifier.
that encounter. To end the frenzy before its duration expires, the
Fanaticism: The character gains a bonus of +2 to attack character may attempt a Will save (DC 20) once per
and damage rolls when fighting below 50% of his hit round as a free action. Success ends the frenzy
points. immediately; failure means it continues. The effects of
Battle Cry: Once per encounter, as an attack action frenzy stack with those from any rage ability the
that doesn't provoke attacks of opportunity, the character may have.
character can scream a battle cry. Any foe standing 30ft The character can enter frenzy as a free action anytime
or closer to the Kaguya Marauder that can hear him must during his turn. In addition, whenever the character
succeed in a Will saving throw (DC 10+ ½ character takes damage, he enters a frenzy at the start of his next
level + Charisma modifier) to be shaken by 1d4 rounds, action, as long as he has any daily use of the ability left.
plus 1 round per level of the Kaguya Marauder. In order to avoid doing so, he must succeed a Will save
Berserker Frenzy (Requires 1 other Talent): The (DC 20) at the start of his next turn. While frenzied, the
Kaguya Marauder can enter a frenzy during combat. character cannot use any Charisma-, Dexterity-, or
While frenzied, he gains a +4 bonus to his Strength and,
Intelligence-based skills (except Intimidate), the When a frenzy ends, the Kaguya Marauder is fatigued
Concentration skill or any abilities that require patience for the duration of the encounter. If the character is still
or concentration, nor can he perform Chakra Control, under the effect of a rage ability, the fatigued condition
Genjutsu or Ninjutsu techniques, and can only perform does not apply until the rage ends—at which point the
Taijutsu techniques of a rank no higher than half his character is exhausted, not merely fatigued. This ability
character level. Techniques stated as Kaguya Hijutsu can can be used once per day.
be performed normally, without restrictions. He also Killing Spree (Requires Cleave feat): The character can
cannot perform techniques with the Concentration take 5 ft. steps between any of his cleave attacks, once
component. He also suffers a -4 penalty to checks made per round.
to perform Taijutsu techniques while frenzied. BONUS FEAT
During frenzy, the Kaguya Marauder must attack Choose a feat from among the following, for which
those he perceives as foes to the best of his ability. you must meet any prerequisites: Ability Focus (Battle
Should he run out of enemies before his frenzy expires, Cry), Archaic Weapon Proficiency, Armor Proficiency,
his rampage continues. He must then attack the nearest Bloodthirst, Dense Bone, Improved Bones, Improved
creature (determine randomly if several potential foes Chakra Pool, Cleave, Improved Cleave, Life Everlasting,
are equidistant) and fight that opponent without regard Power Attack, Rapid Regrowth, Technique Focus
to friendship or health (the target's or his own). In this (Kaguya Hijutsu only), Weapon Focus.
case, the DC to cancel the frenzy is equal a DC 20 - half
the character level.
TABLE: THE NARA SHADOWMASTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +2 +1 Shadow Mastery +1 +0
2nd +1 +0 +3 +1 Bonus Feat +1 +0
3rd +1 +1 +3 +2 Shadow Mastery +2 +1

NARA SHADOWMASTER SHADOW MASTERY


REQUIREMENTS Choose one of the following Talents. A Talent cannot
be chosen twice unless specified.
Skills: Hide 3 Ranks, Move Silently 3 Ranks, Ninjutsu 6 Kage Mane Expertise: The character is able to hold the
Ranks, Knowledge (Ninja Lore or Tactics) 6 Ranks. creatures for one extra round, regardless of his chakra
Feats: Shadow Arts. pool. This ability can be taken twice to grant two extra
Techniques: At least one Nara Hijutsu. rounds.
Special: Must be a member of the Nara Clan. Sneak Attack: The character gains the Sneak Attack
CLASS INFORMATION ability (+1d6).
Shadow Arts Expertise (Requires one ability from the
Hit Die: d8
list): The character gains a bonus of +1 to Learn, +2 to
Action Points: 6 + ½ character level, rounded down.
Perform, convert to Hit Points and Concentration
CLASS SKILLS Checks when using a Shadow Art technique.
The Nara Shadowmaster's class skills Balance (Dex), BONUS FEAT
Bluff (Cha), Chakra Control, Craft (Calligraphy), Choose a feat from among the following, for which
Knowledge (Tactics, Ninja Lore) (Int), Hide (Dex), Listen you must meet any prerequisites: Armor Proficiency,
(Wis), Sleight of Hand, Move Silently (Dex), Ninjutsu Deceptive, Focused, Genin, Improved Chakra Pool,
(Int), Sense Motive (Wis), Spot (Wis). Chuunin, Jounin, Ninjutsu Adept, Technique Focus
Skill Points: 5 + Int modifier. (Nara Hijutsu only).
CLASS FEATURES
TABLE: THE PIERCING SEER
Level BaB Fort Ref Will Special Def Rep
1st +1 +0 +2 +0 Eyes All Around +1 +0
2nd +2 +0 +3 +0 Piercing Strike +2 +1
3rd +3 +1 +3 +1 Flawless Sight +2 +1

PIERCING SEER Speak Language (none), Spot (Wis), Taijutsu (Str),


Piercing Seers are those who have mastered Tumble (Dex).
their Katsugan to a point where their vision becomes Skill Points: 3 + Int modifier.
supernatural. The seer's Katsugan is so attuned to their CLASS FEATURES
surroundings, that ambushing a Piercing Seer becomes
EYES ALL AROUND
nigh impossible. Their vision becomes so perfected that
Piercing Seers have eyes in the back of their heads,
the invisible become visible in front of a Piercing Seer's
they can fight multiple opponents without giving them
eyes.
any advantage. Opponents are not granted bonuses from
REQUIREMENTS flanking a Piercing Seer; however, this feature does not
Base Attack Bonus: +2 negate an opponent’s Sneak Attack ability. This feature
Skills: Chakra Control 6 ranks, Spot 6 ranks. also grants Piercing Seers with a +2 bonus to their
Feats: Advanced Bloodline (Katsugan) Initiative.
Special: Gaze of the Predator +1 PIERCING STRIKE
CLASS INFORMATION Beginning at 2nd level, Piercing Seers are able to
exploit the small kinks and weak points that they see on
Hit Die: d8 their enemies. As a standard action, a Piercing Seer can
Action Points: 6 + ½ character level, rounded down. use a Spot Check against their opponents AC. If
CLASS SKILLS successful, the Piercing Seer's next attack is treated as a
touch attack. A seer must also be within 30 feet of their
The Piercing Seer's class skills are Balance (Dex), Chakra
enemy if they are attacking with a ranged weapon. This
Control (Wis), Genjutsu (Cha), Hide (Dex), Intimidate
only applies to a single attack roll.
(Cha), Knowledge (behavioral science, ninja lore) (Int),
Move Silently (Dex), Ninjutsu (Int), Read/Write
Language (none), Search (Int), Sense Motive (Wis),

FLAWLESS SIGHT against all techniques that cause him blindness. Also,
Starting at 3rd level, the Seer’s Katsugan can see what Seer's are more likely to see through Genjutsu
average eyes cannot. A Piercing Seer can see invisible techniques, they receive a +10 bonus to detect Genjutsu.
creatures and objects, and has a +5 to saving throws
TABLE: THE RAVAGER
Level BaB Fort Ref Will Special Def Rep
1st +1 +2 +1 +0 Dreadful Rage +1 +0
2nd +2 +3 +2 +0 Monstrous Rage +2 +0
3rd +3 +3 +2 +1 Atrocious Rage +2 +0

RAVAGER DREADFUL RAGE


A Ravager owes his combat ability to the brutish
The Ravager is a Yato born warrior who delights in the
strength that runs through his veins. There is however,
destruction he sows across the battlefield. Like an
a kind of unrefined grace in the terrible power that he
unshackled beast, the Ravager shatters enemy lines and
brings to bear. At 1st level, whenever the Ravager strikes
human bodies alike, elating himself in the slaughter with
a target as a standard action or deals enough damage to
a manic glee.
make it drop (typically by dropping it to below 0 hit
REQUIREMENTS points or killing it), he gets an immediate, extra melee
Base Attack Bonus: +3 attack against another creature within reach. The
Skills: Taijutsu 6 ranks. Ravager can use this ability once per round.
Feats: Advanced Bloodline (Chi no Bousou), Taijutsu
Adept. MONSTROUS RAGE
Special: Riot of the Blood ability. A true Yato embraces the monster lurking within his
CLASS INFORMATION human personage and learns to revel in the blood he
sheds. At 3rd level, the Ravager is no longer limited to
Hit Die: d12 using his Dreadful Talent class feature once per round.
Action Points: 6 + ½ character level, rounded down.
ATROCIOUS RAGE
CLASS SKILLS A Yato warrior descends upon the battlefield in a
The Ravager's class skills are Balance (Dex), Climb (Str), blood haze, leaving nothing but carnage and the
Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), shattered forms of his foes in his wake. At 5th level, the
Listen (Wis), Read/Write Language (none), Speak Ravager can take a 5-foot step between attacks when
Language (none), Spot (Wis), Survival (Wis), Swim (Str), using his Dreadful Talent class feature. These 5-foot
Taijutsu (Str), Treat Injury (Wis), Tumble (Dex). steps do not count against his movement in the following
Skill Points: 3 + Int modifier. round.

CLASS FEATURES
TABLE: THE SYMBIOTE BUGMASTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +1 +0 Advanced Symbiote Control +0 +1
2nd +1 +0 +2 +0 Intense Breeding, Bonus Feat +1 +1
3rd +2 +1 +2 +1 Advanced Symbiote Control +1 +2

SYMBIOTE BUGMASTER exceed the maximum possible Energy Resistance ability


Symbiotes are some of the most feared shinobi of all of Symbiote swarms.
ninja villages, due to their weird abilities to control Improved Chakra Drain: The amount of chakra
swarms of chakra draining bugs, the bane of any shinobi. drained by the swarms is increased by 2.
Increased Speed: The land, climb, swim, burrow and
REQUIREMENTS flying speed of all swarms is increased by 10 ft.
Skills: Chakra Control 4 ranks, Knowledge (Earth and Motherly Senses: Hive Mother’s improve their Sense
Life Sciences) 4 ranks, Ninjutsu 6 ranks. Chakra ability to 40 ft. while within their host.
Feats: Advanced Bloodline (Symbiote). Savage Feast: All swarms deal additional damage, see
CLASS INFORMATION the chart below.

Hit Die: d6 TABLE: SAVAGE FEAST DAMAGE

Action Points: 6 + ½ character level, rounded down. Swarm Size Bonus Damage

CLASS SKILLS Diminutive 1d3


Tiny 1d4
The Symbiote Bugmaster's class skills are Balance
(Dex), Chakra Control (Wis), Concentration (Con), Small 1d6
Genjutsu (Cha), Gather Information (Cha), Handle Medium 1d8
Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate Large 2d6
(Wis), Jump (Str), Knowledge (Earth and Life Sciences,
Huge 3d6
Ninja Lore, Tactics) (Int), Listen (Wis), Move Silently
Gargantuan 4d6
(Dex), Ninjutsu (Int), Read Language (None), Sense
Motive (Wis), Sleight of Hand (Dex), Speak Language Colossal 6d6
(None), Spot (Wis), Survival (Wis), Taijutsu (Str) Tumble
INTENSE BREEDING
(Dex). The Symbiote Bugmaster’s ability to breed insects has
Skill Points: 5 + Int modifier. become legendary, swarms that reside within his body
CLASS FEATURES are unique and can only exist within him. Any swarm
ADVANCED SYMBIOTE CONTROL the Symbiote Bugmaster creates possess two
Choose one of the following Masteries. A Mastery extraordinary abilities of any of the swarms he normally
cannot be chosen twice unless specified: has. For example, the character could give a kikaichuu
Bug Toughness: Every swarm under control of this swarm Scent Marker (Ex) on top of the kikaichuu’s
character gains +4 to its Constitution score, this applies Chakra Leech (Ex), as long as he also has the tracking
to any Hive Mother (requires any other ability of swarm type.
Advanced Symbiote Control list). Once two species have been bred together they cannot
Extra Swarm: The Symbiote Bugmaster gains one extra be separated, and will always share those traits. The
swarm of bugs inside his body (requires any other ability species that breeds into another is lost, in the above
of Advanced Symbiote Control list). example the Symbiote’s tracking swarm would be no
Improved Bug Reserve: The Bug Reserve ability of the more and he would have room for one more new type of
Symbiote bloodline is improved. The character is now swarm. If the Symbiote has a minor bloodline, the user
able to leave behind up to 1 swarm per 2 levels, 2 weeks may select one swarm type to merge with his only
per level. current swarm type.
Improved Bug CR: The resistance to elements This ability can only be applied once between two
possessed by swarms is increased by 5, the value can types of swarms.
BONUS FEAT
Choose a feat from among the following, for which Death, Bug Host, Chakra Restoration, Chuunin,
you must meet any prerequisites: Ability Focus Destruction Bugs, Genin, Greater Hivemind, Hivemind,
(Symbiote Chakra Drain), Armor Proficiency, Black Jounin, Rapid Reproduction, Skilled Swarm.
TABLE: THE UCHIHA ELITE
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +1 +0 Doujutsu Expertise +1 +1
2nd +1 +0 +2 +0 Bonus Feat +2 +1
3rd +2 +1 +2 +1 Doujutsu Expertise +2 +2

UCHIHA ELITE making a saving throw by 10% (40% chance not to make
Uchiha Clan used to be a fearsome clan before being a saving throw), but this ability only works if the
wiped out by the missing nin Uchiha Itachi. Their ability Sharingan is currently active. This ability can be taken
to copy and counter ninjutsu is unrivalled due to their twice, reducing the chance by further 10% (30% chance
fantastic doujutsu, the Sharingan. not to make a saving throw).
Improved Technique Copy (Requires Ninja’s
REQUIREMENTS Mimicry): The Uchiha Elite is able to use the Memorize
Skills: Genjutsu 6 ranks, Knowledge (Tactics or Ninja function of his Ninja’s Mimicry as an instant action, by
Lore) 3 ranks, Ninjutsu 6 ranks, Spot 3 Ranks. spending an action point. He doesn't need to ready an
Feats: Advanced Bloodline (Sharingan Eye). action for that. The user still needs to succeed the
Special: Must be a member of the Uchiha Clan. perform check and pay half the chakra cost.
CLASS INFORMATION Sharingan Expertise (Requires 1 other ability from the
list): While using See Chakra, the user is able to use
Hit Die: d8 Ninja’s Mimicry even if the jutsu does not have hand
Action Points: 6 + ½ character level, rounded down. seals.
CLASS SKILLS Doujutsu Counter: Once per day as an instant action,
the Uchiha Elite is able to reroll a failed saving throw
The Uchiha Elite's class skills are Balance (Dex), Chakra
against any Doujutsu Genjutsu, as long as his Sharingan
Control (Wis), Concentration (Con), Genjutsu (Cha),
is currently active.
Hide (Dex), Jump (Str), Knowledge (ninja lore) (Int),
Chakra Colors: If the character concentrates to See
Listen (Wis), Move Silently (Dex), Ninjutsu (Int), Read
Chakra and gain High Speed sight, the duration of the
Language (None), Search (Int), Sleight of Hand (Dex),
effect is increased by a number of rounds equal to
Speak Language (None), Spot (Wis), Taijutsu (Str),
Uchiha Elite's level.
Tumble (Dex).
Skill Points: 5 + Int modifier.
BONUS FEAT
CLASS FEATURES Choose a feat from among the following, for which
DOUJUTSU EXPERTISE you must meet any prerequisites: Armor Proficiency,
Choose one of the following Masteries. A Mastery Genin, Chuunin, Genjutsu Adept, Jounin, Mangekyou
cannot be chosen twice unless specified: Sharingan, Ninjutsu Adept, Ninja’s Mimicry, Technique
Doujutsu Proficiency: The Uchiha Elite reduces the Focus (Uchiha Hijutsu only).
chance a creature currently adverting its eyes to avoid
TABLE: THE UZUMAKI WARRIOR
Level BaB Fort Ref Will Special Def Rep
1st +0 +1 +0 +0 Fuinjutsu Mastery +1 +1
2nd +1 +2 +0 +0 Uzumaki Secrets, Talents of the Clan +2 +1
3rd +1 +2 +1 +1 Power of the Uzumaki +2 +1

UZUMAKI WARRIOR FUINJUTSU MASTERY


The Uzumaki Warrior gains a +1 enhancement bonus
The Uzumaki Warrior is a gifted shinobi who utilizes
to your effective skill threshold and Learn checks for
his large chakra pool and mastery of the sealing arts to
Fuinjutsu techniques.
devastate opponents.
UZUMAKI SECRET
REQUIREMENTS The Uzumaki clan is renowned for being absolute
Base Attack Bonus: +3 masters of Fuinjutsu, even called the forefathers of the
Skills: Chakra Control 8 ranks, Craft (Calligraphy) 6 practice, and this holds true for the Uzumaki Warrior as
ranks, Fuinjutsu 8 ranks. well.
Feats: Sealweaver, Fuinjutsu Adept. The Uzumaki Warrior can craft Fuinjutsu seals and
Special: Must be a member of the Uzumaki Clan. Advanced seals in half the time indicated (minimum 1
CLASS INFORMATION round).

Hit Die: d6
POWER OF THE UZUMAKI
Once time per day, the Uzumaki Warrior can perform
Action Points: 7 + ½ character level, rounded down.
a Fuinjutsu or Chakra Control technique paying half its
CLASS SKILLS chakra cost.
The Uzumaki Warrior’s class skills are Balance (Dex), TALENTS OF THE CLAN
Chakra Control (Wis), Concentration (Con), Craft Whenever a class offers you a Bonus Feat, add
(Calligraphy), Fuinjutsu (Int), Knowledge (Nin Lore) Advanced Seal Proficiency, Chakra Restoration, Chakra
(Int), Ninjutsu (Int), Sense Motive (Wis), Spot (Wis), Presence, Chakra Weaving, Empowered Resilience,
Survival (Wis), Treat Injury (Wis). Greater Fortitude, and Improved Chakra Pool to the list
Skill Points: 5 + Int modifier. of available feats.

CLASS FEATURES
TABLE: THE WATERBENDER
Level BaB Fort Ref Will Special Def Rep
1st +0 +2 +1 +1 Aspect of streams +1 +0
2nd +1 +3 +2 +2 Aspect of rivers +2 +0
3rd +1 +3 +2 +2 Aspect of oceans +2 +1

WATERBENDER She gains a bonus to her effective skill threshold to use


The Waterbender is a warrior who has honed her suiton techniques equal to her Waterbender level.
ability to manipulate water or blood. Further, the Waterbender gains Water Resistance equal
to her Constitution Score plus her Waterbender level.
REQUIREMENTS The Waterbender's Blood Rebellion ability is further
Skills: Ninjutsu 6 ranks; Swim 3 ranks. modified. If the ability hits, then the Waterbender may
Feats: Advanced Bloodline (Ketsuryugan) choose to do less dice of damage in order to impose a
Special: Blood Rebellion (1d6). penalty to the attack rolls, damage rolls, and defense of
CLASS INFORMATION the target. Each die of damage traded away in this
manner imposes a -2 penalty to the target instead of
Hit Die: d6 doing damage. The penalty lasts a number of rounds
Action Points: 6 + ½ character level, rounded down. equal to the user's Waterbender level, and does not stack
CLASS SKILLS with itself.

The Waterbender's class skills are Chakra Control (Wis), ASPECT OF OCEANS
Gamble (Wis), Investigate (Int), Knowledge (ninja lore, The Waterbender comes into her own and passes from
physical sciences) (Int), Listen (Wis), Ninjutsu (Int), the rivers into the vast ocean. Her skill with her chosen
Profession (Wis), Read/Write Language (none), Sense aspect increases greatly.
Motive (Wis), Speak Language (none), Spot (Wis), The Waterbender's skill with suiton techniques
Survival (Wis), Swim(Str), Taijutsu (Str), and Treat further enhances, now she gains bonus damage on each
Injury (Wis). suiton technique equal to her Intelligence modifier.
Skill Points: 5 + Int Modifier. If blood rebellion was the Waterbender's chosen
aspect, then she gains the ability to completely
CLASS FEATURES manipulate the targets' body. The Waterbender may
ASPECT OF STREAMS choose to not do damage when making a blood rebellion
The first step to becoming a Waterbender is to
attack. Instead, the target must make a Fortitude Save
understand that all things come from humble
(DC 10 + 1/2 the character’s level + the character’s
beginnings. Even the mighty ocean starts as the tiny
Wisdom modifier) or act as if affected by the
stream. The Waterbender enhances her affinity for
Shinranshin no Jutsu (Betrayal Technique) for a number
water, she increases the save DCs of her suiton
of rounds equal to the users' Waterbender level. The
techniques by +1.
target still has control of his head and mount as per the
Her Blood Rebellion ability also increases by 1d6.
Betrayal Technique, but otherwise is unable to control
ASPECT OF RIVERS his body. The Waterbender does not need to concentrate
The Waterbender moves closer to total dominion over in order to use this ability, but must use her move action
water, and further enhances her chosen aspect. each round in order to maintain control over the
afflicted target.
TABLE: THE WIND WALKER
Level BaB Fort Ref Will Special Def Rep
1st +1 +0 +2 +0 Combat Flow, Impact +1d8 +1 +0
2nd +2 +0 +3 +0 Evasion X, Flow Counter +2 +0
3rd +3 +1 +3 +1 Moving Target +2 +0

WIND WALKER IMPACT


As a full attack action, the Wind Walker can charge
Some Hiraishin become so skilled at their bloodline’s
with deadly results. This is treated as a line attack with
power that they soon become like the wind itself, in
the user’s base speed as the range, that provokes no
combat they’re frustratingly difficult to corner or pin
Attacks of Opportunity for passing through threatened
down and capturing is truly a difficult task. These Wind
areas, with the user appearing in an empty square at the
Walkers are nothing to be trifled with and are some of
end of his range. One attack roll is made against each
the clan’s greatest assassins simply for their ability to get
creature within range and if hit, are dealt additional
in, strike their target unhindered and then vanish.
sonic damage equal to the character’s Impact. This
REQUIREMENTS ability is usable once per day for every level the
Base Attack Bonus: +3 character possesses in the Wind Walker class.
Skills: Taijutsu 6 ranks, Tumble 6 ranks EVASION X
Feats: Advanced Bloodline (Hiraishin), Acrobatic The Wind Walker gains Evasion or Improved Evasion
Special: Hiraishin +1 if they already have it. This ability only functions if the
CLASS INFORMATION Wind Walker is in light or no armor and is
unencumbered.
Hit Die: d8
Action Points: 6 + ½ character level, rounded down.
FLOW COUNTER
Whenever the character successfully negates an attack
CLASS SKILLS with Combat Flow, he gains a +1 to attack and damage
The Wind Walker's class skills are Balance (Dex), rolls against that opponent for 1 round. In addition, the
Chakra Control (Wis), Climb (Str), Craft (Int), Hide opponent is treated as flat-footed against this character’s
(Dex), Jump (Str), Move Silently (Dex), Profession (Wis), first attack during that round.
Sleight of Hand (Dex), Survival (Wis), Taijutsu (Str), and MOVING TARGET
Tumble (Dex) As long as the character’s Hiraishin ability is active,
Skill Points: 5 + Int modifier. they receive their Hiraishin as a dodge bonus (rounded
CLASS FEATURES down) to defense versus ranged attacks. Also, whenever
COMBAT FLOW the character makes a successful reflex save versus an
Once per round, as an immediate action and at the cost effect that targets him specifically, he can choose to
of 4 points of chakra, the Wind Walker can use move up to 10 feet in any direction. This ability ceases
thisability. When the character is subject to a melee or to function whenever the character is flat-footed or
melee touch attack, he can attempt a Tumble check as a otherwise immobile.
reaction to negate the hit. The hit is negated if your
Tumble result is greater than the opponent’s attack roll.
TABLE: THE YAMANAKA SPYMASTER
Level BaB Fort Ref Will Special Def Rep
1st +0 +0 +1 +1 Spymaster +0 +0
2nd +1 +0 +2 +2 Bonus Feat +1 +0
3rd +2 +1 +2 +2 Spymaster +1 +1

YAMANAKA SPYMASTER CLASS FEATURES


This clan has developed very useful spying techniques,
SPYMASTER
The character can choose one ability from that list
such as the Shintenshin no Jutsu, and has become very
every time he gains this ability. The ability can't be
skilled with those techniques. Their mastery at Spy craft
chosen twice unless specified. This ability is gained on
is not matched by any other known clan, making them
1st and 3rd level of Yamanaka Spymaster.
a trump card to Hidden Leaf village.
Hijutsu Mastery: The Yamanaka Spymaster gains a
REQUIREMENTS bonus of +1 to learn and +2 to Perform and Convert
Skills: Bluff 6 ranks, Diplomacy 3 ranks, Genjutsu 3 Yamanaka Hijutsu to hit points.
ranks, Knowledge (Ninja Lore) 3 ranks Ninjutsu 6 ranks. Many Masks: While under the effect of Shintenshin
Techniques: At least one Yamanaka Hijutsu. no Jutsu, the character receives a circumstance bonus of
Special: Must be a member of the Yamanaka Clan. +4 to Bluff and Diplomacy checks.
Mind Battle Expertise: The Yamanaka gains a bonus of
CLASS INFORMATION +1 to the saving throw DC of any Yamanaka Hijutsu that
Hit Die: d8 requires a will save, or +2 to a single Yamanaka Hijutsu
Action Points: 6 + ½ character level, rounded down. that requires a will save. This ability can be selected
CLASS SKILLS twice, but the effects do not stack. Instead, if the
character previously selected the +1 DC bonus to all
The Yamanaka Spymaster's class skills are as follows.
Yamanaka Hijutsu, he now receives a +2 DC bonus to a
Bluff (Cha), Craft (Chemical, Calligraphy) (Int),
single Hijutsu and vice-versa.
Diplomacy (Cha), Disguise (Cha), Gather Information
(Cha), Genjutsu (Cha), Knowledge (Ninja Lore) (Int), BONUS FEAT
Listen (Wis) Ninjutsu (Int) Perform (all), Profession Choose a feat from among the following, for which
(Wis), Read/Write Language (none), Speak Language you must meet any prerequisites: Genin, Genjutsu
(none), Spot (Wis). Adept, Chuunin, Jounin, Ninjutsu Adept, Deceptive,
Skill Points: 5 + Int modifier. Trustworthy, Technique Focus (Yamanaka Hijutsu
only).
CHAPTER 10: SUMMONS
BLOOD PACTS
The following section contains the numerous blood
pacts. The availability of these blood pacts is entirely at Darkvision (Ex): The fox can see in total darkness, out
the GM's discretion. to 60 feet. Darkvision is black and white only, but is
otherwise like normal light.
Summon Required Bonus
Scent (Ex): The fox can detect approaching enemies,
Fox Wis 15 +4 to Disguise, Bluff sniff out hidden foes and track by sense of smell.
Feats: The fox gains the Weapon Finesse feat as a free
FOX (KITSUNE) bonus feat.
The fox is a creature known above all else, for its quick Trick: Foxes of Protector rank and higher gain this
wit and razor-sharp cunning. It's with these two things ability, and works as the Smart Hero talent, except as
that let it stand out against more legendary creatures, follows. To play a trick on a target, the fox summon uses
and often marks its place in tales and folklore as a a full-round action and makes a Charisma check (DC 15),
prankster and a wily foe. The fox favours a master who adding it’s summon level as a bonus. If successful, the
enjoys elaborate plans and ruses, and will not answer to target must make a Will Save (DC 10 + summon level +
one who is blunt in their actions. Cha modifier), and leaves the target Dazed for 1 round.
Creature Type: Magical Beast (Good Reflex; BAB 3/4 A trick can only be played on a particular target once per
of total Hit Dice) encounter. After the first trick in an encounter, whether
Hit Dice: 2d8. the attempt succeeds or not, that target becomes wary
Natural Weapons: 1 bite. and immune to such ploys. This is a mind-affecting
Rank Requirements: Soldier, Protector, Guardian, ability.
Noble (5+summon level), Champion (9+summon level). Skill Bonuses: The fox gains a +8 racial bonus to Jump
Cost: Soldier—1.5/level; Protector—2/level plus 3; checks, +4 racial bonus to Move Silent checks and +4
Guardian—3/level plus 7; Noble—3/level plus 12; racial bonus to Hide checks
Champion—4/level plus 18.

Rank Size Def Str Dex Con Int Wis Cha Bonus Feat Special Speed
Soldier S +1 9 18 10 11 11 15 Weapon Finesse — 40 ft.
Protector S +3 9 18 12 11 11 15 Track Darkvision 60 ft. 40 ft.
Guardian M +6 13 16 14 12 12 16 Improved Initiative — 40 ft.
Noble L +9 21 16 18 13 14 17 Alertness Hide in Plain Sight 40 ft.
Champion H +13 30 14 21 15 15 18 — — 50 ft.
Celestial H +20 31 16 22 18 16 20 — DR 10/Epic 60 ft.

Level 1 Fox Soldier: Small magical beast; HD 2d8; hp NARUTO D20 MAIN FILE
9; Init +2; Spd 35 ft.; Defence 15, touch 13, flat-footed 13 -
(+2 Dex, +2 natural, +1 size); BAB +1; Grap -2; Atk +3 CONJURER’S CODEX I
melee (1d4+1, bite); Full Atk +3 melee (1d4+1, bite); FS -
5 ft. by 5 ft.; Reach 5 ft.; SQ darkvision 60 ft., scent; AL CONJURER’S CODEX II
summoner; SV Fort +0, Ref +5, Will +1; CP 6; Rep +0; Str -Artic Adaption: The fox summon loses the benefits of
8, Dex 14, Con 10, Int 10, Wis 12, Cha 10. the “Hide in Plain Sight” ability.
Skills: Hide +10, Jump +7, Move Silent +6
Feats: Weapon Finesse
Feats by advancement:
NEW SUMMON FEATS powerful summons, is one of the smallest, barely
standing as tall as one of the kits on a good day. Yet
SHAPESHIFTER [SUMMON] despite this Inari’s height belies his strength, and
Prerequisite: Summon level 4, Guardian or higher, combined with his skills in the ninja arts, Inari is a
Fox summon only fearsome opponent to meet in battle, and one you
Benefit: As an attack action, the fox summon may certainly would do well not to underestimate. Inari
transform into another creature, as though using the typically fights using senjutsu to augment his arsenal of
Henge technique. The fox summon may use this ability jutsu, and fares best as a supporting role.
once per summoning level at any time he is capable in
the duration of the summoning, and uses its summon Inari, Grandmaster Sage (Level 10 Fox Champion
level +Int modifier to determine the duration of the Paragon): Small magical beast; HD 20d8+80; hp 170;
technique, and any other level-dependant benefits. The Init+9; Spd 50 ft.; Defense 23, 16 touch , 20 flat-footed ,
new form may be the fox’s size category or smaller, ( +1 size, +5 Dex, +7 natural. +2 feat); BAB +15; Grap;
maximum Tiny. A Champion-level fox summon may, up Atk+17 (1d4+2, bite); Full Atk+17 (1d4+2, bite); FS 5ft.
to once per 2 summon levels, transform as a free action, by 5ft.; Reach 5ft.; SQ; AL; SV Fort +10, Ref +17, Will
even if this isn’t on the summons turn. +9; CP 122; Rep; Str 14, Dex 20, Con 18, Int 16, Wis 16,
KITSUNE-BI [SUMMON] Cha 16.
Prerequisite: Summon level 6, Noble or higher, Fire Skills: Chakra Control +10 (7) Genjutsu +21 (18), Hide
affinity +23 (10), Jump +10, Knowledge: ninja lore +8 (5), Listen
Benefit: The fox summon loses the benefits of “Hide in +13 (8), Move Silently +19 (10), Ninjutsu +20 (18), Spot
Plain Sight”, and gains a Fire Resistance equal to 10 +2 +13 (8), Survival +9 (6),
per summon level, and can perform all Katon ninjutsu as Feats: Alertness, Deceptive Size, Erudite, Evasion,
though one level higher than in reality. The fox summon Grandmaster Sage, Improved Initiative, Quick Summon,
becomes vulnerable to water, and takes one-half again Tiny Size (2), Track,
(+50%) as much damage from effects that deal water Techniques Known: Inari only knows the following
damage. Sage’s Handbook techniques:
Control - Kinobori, Tadayou
SAGE AFFINITY Genjutsu - Kangenzou no Jutsu (5), Genhina no Jutsu
2nd: The sage gains the Scent ability.
Ninjutsu -
4th: The sage can use the Hide and Move Silently skills
Senjutsu - Summon Self, Summon Ally, Sennin Mode
while moving at his normal speed without taking a
(5), Godai Ransatsu: Sennin Ryuu, Senpou: Kitsunetsuki
penalty.
Cost: 68
SAGE SUMMONS
The sage summons presented here is Inari, the elder of
the Fox tribe. Inari, despite being one of the more

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